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boomerdog2000

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Everything posted by boomerdog2000

  1. And we're completely sure Jool has a hydrogen atmosphere then?
  2. My first times landing on the mun were less than stellar as well. Had about a dozen kerbals stranded at random spacing. Had to send many a rescue ship to go get them.
  3. How is having multiple smaller upgrade trees different than having 1 big one? The later upgrades still rely on having the previous ones. Or would the current tree be only the first tier of your suggestion? Also welcome to the forum.
  4. Given how I believe the current planets are fairly hard-coded I don't think this would work. It would be cool but I don't think it's feasible.
  5. Generally having to slowly drive boats around in the water is annoying.
  6. Has it actually affected your flight? I've seen this too but haven't encountered any problems.
  7. You could try out HOCGaming's idea of building tourism facilities in space.
  8. Does it really need a whole new building? Maybe just some specially buoyant parts in the editor and buoyancy values for normal parts, just like Hooligan labs did.
  9. In the mean time you can use the crew manifest mod to move kerbals between sections without going EVA.
  10. I was using a spaceplane so it probably had more lift that was throwing off the calculation, good to know for the future.
  11. It's definitely possible. I've seen mods have "start deployed" options on some of their parts in the VAB. I can't quite remember which ones though. Either Fustek or B9.
  12. While it seems like a good idea in theory I think it would add far too many repetitious stock parts to the game, and far too many connecting standards. People would want fuel tanks for each size, then engines, then structural bits, then docking ports.
  13. How will you deal with say the 1st player timewarping for 400 days then exiting, then a 2nd player comes along and timewarps for 500 days. What will happen to the 1st player's flight if it was on say an interplanetary encounter? Will it just shoot off into a solar orbit then when player 1 rejoins jump back to its trajectory?
  14. While this topic is on the what not to suggest list, I believe there was a thread specifically about simulating it the way you suggested. I believe it was determined it wouldn't work but I can't remember why.
  15. I believe mechjeb can predict your landing site without accounting for atmospheric drag. It's an option under landing guidance. And yes KAS does have fuel lines. A kerbal can get out and attach a winch to the other space craft (if you have the right connectors) then soft dock (connects the 2 crafts without using docking ports) and you can transfer fuel.
  16. But instead of designing a bunch of new engines the devs have given you the power to customize just how many engines you want and what you want them to attach to, whether it's a 2.5m tank or a 1m tank.
  17. Agreed. It can really throw off my ship designs or I have to do some weird ladder thing to line it back up again.
  18. If the ring is really as deadly as you say maybe they can implement it as a solid disc around the planet, similar to how they do terrain. It gets a collision mesh so if you hit it you die. They can re-texture it just like the land. The problem I would see here is if you tried to look through the rings in thin spots. I'm not sure if that would work or not.
  19. That would be very useful. The current rigid ones can cause problems if you don't manage your descent well.
  20. Presumably they would take the amount they needed to operate... which they do already. So what are you suggesting?
  21. It just doesn't sound like it adds anything fun or useful to the game, it would just take up the devs time. Time that could be better spent perfecting career mode and building a better aerodynamic model for the atmosphere we already have.
  22. I had the same problem when a quantum strut attached to one of the small non-extendable ladders.
  23. Without matching velocities the 2 craft are going to slam into each other and probably be destroyed. Any KAS winches would be ripped off.
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