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Spartwo

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Everything posted by Spartwo

  1. Nice screenie, seems like I'll have to take a look at the initial connections from the shell to the tankage as besides the small amount that got broken off in the first shot the debris field looks lacking in only those 2 parts. Inter connectors are there as well as the escape assembly and weapons stacks. The mk2 fuel tanks are gone because at 6m/s they break if you look at them funny, but they're at the end of a branch so that's fine for now, not worth the sacrifice to logistical abilities.
  2. Because League sounds more enticing and that the only battles going on are ending up on the league table.
  3. @MiffedStarfish Done, thanks for the @.
  4. Be interesting for a series of contracts to crash asteroids into the polar regions to raise Duna's surface pressure, contracts pretend other agencies are doing it too to not have a ridiculous number of contracts. But I agree that this is something best left to mods or a small expansion than as a base feature.
  5. Now let's compare that to a newer part of similar function and scale, the mk2 crew cabin. It's a bit dark because the actual texture is mostly transparent. Note how any textures that could be duplicated have been.
  6. The older parts are also significantly less effective in their use of resources. You can see it in Porkjet's work, a recent post on the KSP reddit regarding RTGs, and in many of the part re-skin mods. If revamps resulted in massive performance drops I'd understand but the old parts not only look worse but perform worse in most cases. This also applied to the Space Center before B9 redid it. B9's critiques of the art in KSP have been very well put and he's entirely right, I don't know if any of us could put it better than he. And even to an extent the issue snuck back in when the Admin building was added by another dev. Actually, here's B9 criticising the Admin Building's design. I went looking. I love this game but on a level of aesthetics and art style it never seemed to leave alpha in many key areas.
  7. It's some amount of time starting with 27, so between 27 and 27'000 years. The computer bugs out when saying it. Judging by the level of decay it's probably in the lower area.
  8. This could be applied to any suggestion since adding wings to the game.
  9. That's because you have to click a button called 'cheat' It's fairly self explanatory.
  10. If they're both fully functional and neither have the original name(Called >thing<ship/probe/rover) pick one to designate as the main section and try to salvage from the other. We've had issues with Hydra ships in the past, sometimes even built to break apart easily.
  11. If it's an inconvenience opt to ignore it. These are just the guidelines which give the most balanced and fair play. If it had it's own weapons they'd be too heavy to allow it to go first and then the traditional light weapon fighter carrier would be useless in a combat environment.
  12. I'm less concerned about new parts than a unified art style. But I'd like radial SAS, 1x1 and 1x2 angled structural panels, a longer .5m LFO tank, a small propeller part, bearings, and 3m upscales for the existing parts(Docking ports, cockpits, etc) Basically integrate Ven's revamp.
  13. Any more story mixed with gameplay and we were threatened with closure due to roleplay. I look forward to these as a workaround of sorts.
  14. Is there any way to install this but keep the EVE Jool and Laythe, they look a bit too far from stock for my liking. And I don't want to give up the incredible auroras.
  15. No gimbal, there is such a thing as too much thrust, don't expect shipkillers.
  16. 50m/s is high enough for fuel to be outside the hull. It saves weight without surrendering too much in terms of combat effectiveness and as a result it's afforded a higher TWR and D/v for orbital maneuvers. In the case of parts with lower impacts than that(for example the half jumbo's on the Thiar) they're the end of a branch. If they break they don't take any parts with them, resulting in the craft shaking itself apart due to internal impacting, and you're just left with a strange gap in the shape. Some of the reaction wheels are stationed on the exterior of the craft but not all, enough are safely tucked away to keep the ship moving, I follow a 1.5 torque per ton ruleset which is far more than needed. Engines on the other hand are an aesthetic choice as Internalized and highly protected engines not only have to situated deep inside the craft but also have to have the rear area as limited as possible. This results in most cases in slits for the thrust to get through. Extensive measures like these impact the shape of the ship and drag up both partcount and mass for not a great amount of gain, a 1.5m missile can break any ship in at most 3 shots. But you will notice that there is a level of protection on the engine protecting it from incoming shots from a wide range of angles. It's impossible to make a ship invulnerable, the best you can do is be ready to shrug off lighter rounds and prepare to have backup systems to carry on fighting. Be it backup generators, emergency engines, or secondary control points.
  17. Structural skeleton overlaid with wings. The fact that you didn't notice means it worked well.
  18. It's either not there or some sort of private because it's giving a 401.
  19. Yea, I don't know why it does that but no amount of weapons testing can find the fault that's 'ploding it on the pad.
  20. Probably for the best, it'd be like the end of raiders of the lost ark but high pitched. They're still pretty great videos but pale in comparison to the public ones.
  21. Been off for a while but get ready for some new stuff.
  22. Ships don't go out of date as fast as they used to. 6 months old should be fine if they're built well. But if you need a variety to shoot at I have a stockpile that I recently put to use.
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