betaking
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Everything posted by betaking
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Micro-assembly in space.
betaking replied to spectrhz's topic in KSP1 Suggestions & Development Discussion
no it shouldn't be like build mode on the ground. that would be too simple and too easy. It should be like Kerbal Attachment System or something like that. with welding and ect. the point being that it would show the difficulty and lack of luxury of building something in orbit. -
Kerbin City Community Project - Phase B - New Islands
betaking replied to nothke's topic in KSP1 Mod Development
are we going to be able to see something like a basic highway from kerbal Space center to the city? -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
betaking replied to JDP's topic in KSP1 Mod Releases
what about an inflatable dish? -
Pick what place to start flight in sandbox
betaking replied to Ryding's topic in KSP1 Suggestions & Development Discussion
I think there is a point to be able to place things on kerbin. personally I remember times using remote-tech where I wish I could set up ground stations without having to deliver them myself. -
KOR Inc. Release Thread (Excalibur D-2 RELEASE!)
betaking replied to Camelotking524's topic in KSP1 Mod Releases
howabout some Internals? -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
betaking replied to AncientGammoner's topic in KSP1 Mod Releases
I would look at "proceedural dynamics" if you want to see some good ideas for proceedural parts. -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
betaking replied to AncientGammoner's topic in KSP1 Mod Releases
howabout this. make fuel tanks with like rounded/spherical ends. make them have a slightly adjustable radius someone should make a plugin similar in many respects to the "wet workshop" plugin made by Nova, possibly one that goes further, involving KAS-type things and other EVA activities. >using proceedural fusilauges and fairings, one could allow for a wet workshop with the more sensitive on orbit equipment hidden/protected during ascent stages, in addition it would allow for the more complex machinery that goes into fuel tanks (especially cryogenic fuel tanks) to be shown.< -
Monoliths unlocking new part trees
betaking replied to solomon's topic in KSP1 Suggestions & Development Discussion
I'm against "unlocking" parts, I see it as being too limiting. I would quite like an in-game proceedural system from which parts could be built however. With the "unlockables" being either new materials(lighter, stronger, but potentially more expensive, ect.) or the small sort of parts (not fuel tanks, or entire engines, but for example; a turbopump, or a guidence system, ect.) I even have ideas on how to make interiors for said parts. -
I think this would be a good idea as well. It would be nice if there could be a combination of FAR, and Deadly Re-Entry. Or a combination of Amp-Year along with remote tech and either TAC-life support or Iconocross life support. Possibly even (and this will be contriversial) a combination of Orbital Construction, and like KAS or something (as in you have to build the ship in EVA, taking parts from either supply crates or from 3d printers), possibly involving resources from kethane-mod derrived mods.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
betaking replied to TaranisElsu's topic in KSP1 Mod Releases
I tend to think that perhaps capsules should have all the food they need to survive, but not the oxygen ect.. though its hard to say due to the the currently clunky and kinda inflexible nature of parts in the game. (I for one hope we get some kind of in-game proceedural part maker, one that can make module exteriors and interiors, as well as the layer in between) -
RLA Stockalike v10 released 11th August
betaking replied to hoojiwana's topic in KSP1 Mod Development
what about like, a monopropellant engine, that uses roughly the same model as the linear RCS, its pseudo-radial, like it attaches to the bottom of tanks.. I think there are some AIES engines that are like that. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
betaking replied to Normak's topic in KSP1 Mod Releases
I remember being linked to an older-version of the Agnara pack, but the collision meshes and textures seemed broken. -
RLA Stockalike v10 released 11th August
betaking replied to hoojiwana's topic in KSP1 Mod Development
thank you RLA! this looks good. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
betaking replied to Normak's topic in KSP1 Mod Releases
what scale should I get it to?, and where should I get the fairings, ect? edit: Thank you for the information, I still kinda hope CbbP will kinda do some of the fuel tanks from his old packs, but this should be a nice substitute for the time being. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
betaking replied to Normak's topic in KSP1 Mod Releases
I think all I would really want to see is something like this: http://img193.imageshack.us/img193/1928/img082de.jpg -
I must say that I do not like the horizontal bunks with horizontally set windows, I would prefer to have vertical bunks and evenly placed windows, or horizontal bunks with no windows(as it seems to be a fair compromise between aesthetics and varied use; personally I think its also a little more realistic). In any case, I think that such a ground-based module could wait for another parts pack as Sumghai has kindly provided us with the raw models and textures to make our own fusTek-derrived modules from. but whatever, it seems the majority of votes are in favor of it.
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KSP automators idea!
betaking replied to RawChicken's topic in KSP1 Suggestions & Development Discussion
This would be nicer for action groups, however I think it should be emphesized that the guidence systems wouldn't know anything without information from either communication channels, or onboard sensors. -
Kerbal inventories
betaking replied to MadBender's topic in KSP1 Suggestions & Development Discussion
you should be able to put the tool bag in a module, like an airlock or something. -
[1.3] Starshine Industries: Extendable Nozzle
betaking replied to ganinian's topic in KSP1 Mod Releases
I like the new monopropellent engine, don't get why it should have its own built-in fuel-supply however, but that's changable in the .cfg's I assume. either way, great work -
I just had an Idea as to what these things would be really useful for, though it would kill performance Imagine if fuel tanks were more complicated and fragile.. with coolant systems and other such things on them. Now imagine if you could use said fuel tanks, (which would be a sort of single-color low-res texture, while bearing some resemblance to the "spherical tank" pack in terms of shape, (though having cylinders as well)), to build what we think of as a fuel tank presently. However though I said it would be a performance killer, one could make it so each individual tank is a "part", thus one could be lead to believe that it wouldn't effect performance to nearly as great of a degree. It would allow for a lot of the complications (aesthetically) caused by the mismatching different tanks, and in the game with the "wobble" of rockets.
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I just had an Idea as to what these things would be really useful for, though it would kill performance Imagine if fuel tanks were more complicated and fragile.. with coolant systems and other such things on them. Now imagine if you could use said fuel tanks, (which would be a sort of single-color low-res texture, while bearing some resemblance to the "spherical tank" pack in terms of shape, (though having cylinders as well)), to build what we think of as a fuel tank presently.
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could you add an engine-style interstage to your 3m heatshield please? There is a way to do that, I believe it involves adding to the model a part labeled "fairing" or "shroud" or something.
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[WIP v0.1] Wet Workshops - Live inside your fuel tanksâ„¢
betaking replied to NovaSilisko's topic in KSP1 Mod Development
You know, I wouldn't mind a mod or a branch off this, except with some kind of fairing or interstage covering the tank.. under which we see bits of the tanks inner pressure vessels and components.. there are 2 main reasons to do it this way. The first reason is that it would allow for things like solar pannels, or satalite dishes to be placed inside the craft and not stick out on the outside like a sore thumb. The second reason is that it would allow for a better grasp on Why exactly a wet workshop hasn't actually been executed despite being touched upon by numorous studies. picture having to do EVA's, using KAS to attach components to the side of the tank, having to fly over to the cryogenic components, and adjust them. ect. PS: sorry if I just accidentally necro'd this thread. -
excuse me, I'm sorry if this seems kind of irrelivant. but could you make it so the "keosynchronous" mission also labels the perapsis? also, you might want to increase the cost of instruments, or something, and raise the cost of test flights, or something.. I keep quitting early because I keep feeling I'm going "too easy" on myself in game. another thing, a compact view or something, that shows total cost would be appriciated.