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Spacecraft Engineer
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
ngianoplus replied to ferram4's topic in KSP1 Mod Releases
Do you think Scott Manley will do a video about NEAR? -
Hey Porkjet, I don't know if you would want to but do you think SQUAD would like to incorporate your habitat pack as well? Love it to death and KSP is in serious need of some bases building parts/systems.
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What should be worked on after .24?
ngianoplus replied to skyace65's topic in KSP1 Suggestions & Development Discussion
This is crucial for Kerbal skills to work properly, realistically, and be fun/non-grindy. -
What do YOU want to see in 0.24?
ngianoplus replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
I want to see how the contracts are going to work... I know we are going to have X manufacturer request us to test Y part in Z conditions. The game tracks your progress (First orbit, first mun landing) and will use that to generate appropriate destinations for testing (i.e not Eeloo when you haven't landed on the mun yet) Will we have contracts that want us to put a craft in precise orbits? Will there be a contract for "Construct a space station with 2 Hitchhikers, 4 Gigantor XL solar panels, and 5000 units of batter change"? To add to that... Compound contracts- X contract says to make a space station, Y contract says to crew them, X contract (at a latter date) de-crew 2 kerbals? Basically, will we have sophisticated contracts? Also, craft based contracts? (Meaning craft type matters) One last thing... Reputation requirements? Companies will not offer you more/any contracts till you have proven yourself to be a reliable partnership will "lesser" manufactures. (Launch a weather satellite, before being offered to send a crew into space) -
Are we getting an asteroid belt? That's all I want to know.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
ngianoplus replied to ferram4's topic in KSP1 Mod Releases
I want to use FAR with out being cheaty due to the reduced delta-v required for Kerbin orbit. Using just FAR and KIDS, what setting should I use to achieve stocklike delta-v requirments with FAR installed? (No RSS) Also, thanks for being such a cool modder. You always respond to peoples' questions.- 14,073 replies
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Here is a mod that adds more functionality to wheels. (No new parts) Tweakable Wheels
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Glad to here you are willing to try! There is this in the wheel code.. torqueCurve { key = 0 170 0 0 key = 2.5 100 0 0 key = 12 0 0 0 } I don't know if you could use this at all to mess with the torque curve on the fly. Howvever, I don't even know how the game uses this code (very limited coding knowledge).
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I love this! Thank you very much. I do have a few ideas... Adjustable Power- I wish I could squeeze more juice into these wheels (mainly the medium wheels) to increase acceleration and top speed. Adjustable Torque- I need to climb that steep hill, or not flip over. This could be interesting to balance torque vs. electrical horsepower.
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I want to see the Funds and Reputation system implemented first. I think that we should be able to put cameras on rover and such, kind of like Curiosity, to spark interest in the program. In return our Reputation would go up. One thing that NEEDS to be addressed is the importance of different crafts. We need incentives and bonuses for sending different craft types to places. -This can be achieved by putting limitations on certain things. Such as life support for manned missions will change how we handle the manned vs. unmanned choice. -Rovers need to have value in space exploration (I'm not sure how to tackle this) -Bases and Space Stations need continues experiments and long term science. The Reputation system and Contracts will be a great step in this direction, as "Kerbal-Kind" will want you to put a rover on Duna, this will in return increase your reputation more than landing a probe.
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Tweakable tweakables No, tweakable solar panels, I was a little confused why those weren't in game already...