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Tw1

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Everything posted by Tw1

  1. You can try making a quicksave, editing the parts rotation data in the file, then quickloading, but the rotation is stored as a quaternion, so the results may not be as expected. It's possible to fly with a navball backwards. But It can be hard. I think the IVA navball has a symbol for the opposite of the node direction, but It's been awhile since I've used it.
  2. Well, in a similar vein, here's me with a well known Australian astronomer and science communicator, who also happens to be the head of the observatory I visited in the last photo I posted here.
  3. I agree with both these posts. Science should be more complex and experiential, and not just be there to unlock things. I'd like to see it split into three systems: Knowledge- building up a picture of the solar system. Research- Ongoing testing and monitoring. Experiment contracts- for other, special experiments that must take place at stations or bases, or using multiple probes. Make science something rated on levels of ongoing activity, not just a tally of points, and you'll have something to work on beyond the tech tree.
  4. I made it work-(Mostly, light is still spilling out from the inside, and the props I added are refusing to load...) Would I be able to put it up for download? ('m not going to claim modelling was my work, but some might like it.)
  5. Is there any chance of an exported version of this being released? While it doesn't quite match the ISS ones, it's more like a science lab than what's planned for stock.
  6. True, it needn't be as cluttered as the real life labs. But the large cockpits don't look to constrained, so polygon limits mustn't be too small. Going all out modeling many different components would be excessive, but like in those other IVAs, using a few repeated elements would let you achieve a lot. There are already buttons, computer screens, and various dials that could be used to make it look more lab-like. Worse than the lack of instruments is the lack of workstation like areas. Even if everything is packed away(borring), there's not a lot of space to put equipment, apart from on floors, that narrow bench. Plus, it would've been nice to see some attempt to design it for both vertical and horizontal orientations.
  7. This is also why I don't think it's ready. Career is based on grinding and unlocking, motivating you with points rather than an experience. If you think about it game lets you experience four different roles: Director of the Space program Designer of Spacecraft Pilot/navigator of spacecraft Explorer of planets. While the design and flying parts of the game are very well fleshed out, but the surface exploration mechanics are very shallow. The game uses a system where the rewarding part of science runs out before long, and doesn't give you much reason to develop stations and bases, apart from pay. But, post realce, people will be less tolerant of major changes once the game is 'complete', and there will be a lot less chance it will develop from grind-your-way-through-the-solar-system into something that rewards you for establishing and maintaining a sophisticated space operation.
  8. Yes, but where's all the science supposed to happen? On the floor? On the bench? Only in that little fume cabinet looking thing? Not a convincing science lab, far too empty. Does it need to be that big and heavy if the only important things it contains are a few cupboards?
  9. Looks pretty good. Though, if I may critique, the science lab is well modeled, and looks good, but doesn't really seem like a laboratory. Which is a pity, the others look well suited to their respective roles. The 'lab' here's a lot of empty space where there should be science equipment. At the moment, it's more like a crew and storage area than a lab. The seat position is reasonable for travel, but not for working. There doesn't seem to be any sort of workspace, which surely is the main thing the part should provide. Here are some examples from the ISS of science areas: Plus, the fact that everything is vertically oriented could be a bit of a design flaw. In space, there is no up and down, and that part also lends itself to being landed horizontally. Designing this part prioritising vertical use seems like an odd choice, considering its mainly used for stations and bases. At the moment, it doesn't look much like a science lab, just an extended version of the hitchhiker cabin with different cupboards. I can't really see it being a useful place to do science. Unfortunately, I doubt Squad cares enough to let there be changes. Also, in the MK3 crew cabin, are those seats lined up so all the kerbals can see out the windows? It's hard to see from the picture.
  10. I mean apart from changes to mass or volume. Having the game determine the buoyancy slightly different from everything else, or boosting the buoyancy it does determine somehow.
  11. I still think there could be a role for the carriable containers. As it is, kerbals can carry a lot of stuff, yet that stuff doesn't seem to take up much space. You could probably get away with kerbals only having 1/3 of the storage volume, and adding a slightly shrunk version of the old carryable containers to use as backpack. Carryable containers were fun, it would be a pity to do away with them completely. The grab thing from KAS isn't going away is it? As long as it's still there, modified versions of the carryable containers will still run. It might be a good Idea to make it a bit more obvious in the instructions that you need to hold X to attach things. This approach to moving things around is quite similar to what you can do in the sims, I've found myself trying to drop things into the box, or the kerbal without opening the inventory a few times now. It could be an idea to make that possible. Also, perhaps a button in the inventory dialog window that lets you take or give everything when you've got two inventories open could be useful? Adding the 'bounce' module from the kerbincup balls to the basket ball would be cool, but might be stretching the no dependencies rule. It is very cool. I can imagine with some clever set up, you could make a kerbal pikmin challenge.
  12. It's not be possible to artificially boost a kerbal's buoyancy?
  13. It will, that picture was drawn while Evepod was driving around today. But the next part won't be very soon, as the rest of my week will have me occupied with uni. Walking kerbals! Nice. I saw some of your stuff on deviantart ages ago, welcome to the kerbal forums!
  14. It's ok, I'll remember to land you one day. I may have also abused hyperedit to bring non-trained kerbals who've already done a number of things from a pre 0.90 save up to speed.
  15. 3.2/10, it's not much, but it did make me feel like looking at some Diatoms. It's interesting how much variation there is between ratings and sig content. It reminds me of a thing I once read about how different cultures treat ratings slighly differently.
  16. Alternately, maybe the always present illusion daytime is to keep the VAB/SPH crew awake. The space program does run all hours. Though I'm not particularly convinced kerbals have a light effected wake/sleep cycle like we do, but still.
  17. "Eating snacks" "Remembering/defying/policing laws of physics" "Looking on the side of the road"
  18. I have not seen you before. stalks recent posts You won the number counting game? Ok, that's got to be at least a 1.29/10 claim to fame.
  19. I start new saves each time, (a sandbox or two for mucking about, and a career I'll play until the grind gets boring) though I've had one save that I've been running since about 0.20, (Which contains some kerbals from 0.18)
  20. *Looks around suspiciously* ...
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