Jump to content

boomerdog2000

Members
  • Posts

    738
  • Joined

  • Last visited

Everything posted by boomerdog2000

  1. I don't know. A career limit might make players not want to use their favorite kerbonaughts for anything, or it could encourage training new ones once crew training is implemented. You have to keep training new guys since your old ones will reach their radiation limit.
  2. How exactly would this solve the problem you were talking about? Also what's the point kerbals don't EVA unless we explicitly tell them to anyway.
  3. That's in the same place as the normal beeps it's just called SSTV. Turn the volume off or frequency to never and it shouldn't be a problem.
  4. That might work, especially with the new science parts coming in .22 those would be especially hard hit from solar radiation. I don't think it should effect engines though, that doesn't really make sense.
  5. If you put the radiation shielding tech in the tech tree how are you going to keep people from leaving Kerbin's SOI anyway? You can't self-destruct it that wouldn't make any sense. You can't have the random failures only occur if you didn't have the radiation shielding because that would go against the no random rule.
  6. Shouldn't we wait until the update is actually released? We don't know that squad didn't do that. It's seems fairly obvious that they would given the smaller probe parts they added last time.
  7. What about a planet with a moon in an extremely low orbit that we could say was decaying? (Wouldn't actually decay just for info) Could make landing and even orbiting extremely challenging.
  8. I love his combination blimp, submersible. That was a great idea and inspired me to build some underwater bases.
  9. A successful SSTO flight into Kerbin orbit. A few more tweaks and should be good to go for some space tourists.
  10. Seems like the specimen container would be more like different types of bacteria, at least I hope so.
  11. If they do increase it it would most likely be much later after some physics optimization.
  12. I can't tell from the picture, are you using two sabres or just one? If you're using 2 it could be that one engine loses air and flames out before the second one possibly causing your death spin. If you're using 1 engine it could be that once the engine loses air and flames out the angle of attack is too high for it so it flips. Are you switching to rocket mode before you run out of intake air?
  13. I think the OP means recovering things like boosters, and the rest of the launch stage. Unmanned bits that you still want to reuse if possible.
  14. Once the devs know for sure what they want to do colonization-wise, I'm sure the topic will unlock so people can post ideas about it. Most of the what not to suggest/ already suggested threads are ideas that are either confirmed not in the game, confirmed to be in the game but later, so people asking for them again won't help, or unknown what the devs want to do with it.
  15. Agreed. I believe solar sails would be used more for station keeping, which is impractical in KSP since we have no orbital decay past the upper limits of the defined atmosphere.
  16. I was talking about career mode. There will most likely be consequences for losing kerbals, and said player would have to suffer those, but that is his choice. This isn't some other nations space program or a copy of some other nations space program. This is my space program, this is your space program. If you choose to model yours after the nations of our world that's fine, but leave us to do it how we want.
  17. We are not here to judge and control how those players play the game. If a player wants to try and rack up the biggest death count for his space program, that is his prerogative and his program will most likely suffer kerbal media condemnation for it, but it should not be up to us to tell him how to play the game.
  18. Or you could just tap the brakes as well. Instead of just turning them on and leaving them. Cycle them on and off. Like anti-lock brakes.
  19. Kerbal pilots should be available from the start and up to the player whether he wants to use them or not. Restricting the player from making those choices is a little too much hand holding.
  20. I think I would prefer remotetech's current version of aiming the dish through the menus but not having to physically aim the dish. This would most likely be too problematic I feel.
  21. Odds are quicksave will remain since there are just so many ways your craft can break, (and you can lose money since it's career mode) that you couldn't have known about without testing. I know you could test in sandbox but this would require doing all your flights twice. Once in sandbox to make sure it works, then again in career mode to actually do it. Also how do we know career mode won't have some kind of time limit on some missions. I.E. You will get paided x but only if you get our payload to Duna before y. This could encourage Jeb play-styles to get there quickly, or Bob play-styles to have the technology to be safe regardless of you passing through radiation clouds.
  22. But if you map it out is the space danger really the same thing as what the devs were referring to? If the player can see it and knows it could be a problem it's not random space danger. It's sorta like flying through a storm. You can see it and can choose whether to go around or not.
  23. You could have dedicated airlock modules like in the fustek station parts. http://kerbalspaceprogram.com/fustek-station-parts-expansion/ Otherwise they're almost always in their suits anyways. How do we know their command pods are pressurized?
×
×
  • Create New...