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Rdivine

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  1. The mod has the basic conception in the suggestion, suhc as telescope parts. However, i feel that it should also be accompanied with astronomy , research of celestial objects, and discovery of new planets/ moons.
  2. Space Telescope Parts Hey guys! My suggestion for Squad is to add Space Telescope parts. This space telescope parts will consist of 3 sizes. - 0.5m telescope, attached radially for probes - 1m telescope, snaps. Used for large sized probes - 2m telescope, snaps. Used for huge crafts/ space stations. The telescopes will be accompanied with a new system, allowing players to discover new planets, asteroids and moons. Telescopes can also be used to study Kerbol. Below is a description table for telescope parts [table=width: 500] [tr] [td]Size[/td] [td]Attachment point[/td] [td]Mass[/td] [td]Zoom[/td] [td]Functions[/td] [/tr] [tr]2 [td]0.5m[/td] [td]Radially/snap[/td] [td]3t[/td] [td]500x[/td] [td]Discover bodies within 1AU , Study Kerbol , discover large asteroids[/td] [/tr] [tr]3 [td]1m[/td] [td]Snap[/td] [td]5.5t[/td] [td]1200x[/td] [td]Discover bodies within 1.8AU , Study Kerbol/Nearby celestial objects , discover medium asteroids[/td] [/tr] [tr] [td]2m[/td] [td]Snap[/td] [td]11t[/td] [td]5000x[/td] [td]Discover bodies within 5AU , Study celestial objects, discover small asteroids[/td] [/tr] [/table] How to access the telescope All the telescopes can be accessed through right clicking the part itself, then selecting its view mode [ infrared, x-ray, visible, gamma] Then, the UI will change to that similar of an IVA. However, you can zoom in with your mouse wheel. The zoom will vary according to the sizes of telescopes. Accompanied by the UI is a set of coordinates of where you're looking. To exit the UI, you can press "C" to return to normal view mode. Astronomy A new part of the R&D centre will open up. It will offer contracts that will make you utilize the telescope. Here's an example of a contract. Research Solar Flares of Kerbol In Gamma -Requirements : Research Kerbol in Gamma, from 0.5-1 AU away. -Completion : 10 science , 40 000 funds One can complete this contract by using a telescope on a probe, setting its view mode to gamma, and zooming in. You will see something like this : Then, right clicking the solar flares, you will open up a small window. Clicking observe will complete the research. It will earn you a little science and funds. Discovering celestial bodies In order to discover bodies, you must accept a contract provided by the R&D centre. Research a possible celestial object -Requirements ; Research the object at coordinates [14° 46' 13.8"] -Completion ; Access to a new celestial object , 100 science, 300 000 funds Using the same method as the previous example, you must zoom in at the specific coordinates, right clicking the celestial object, and researching it. The telescopes can also be used on ground to research the moons of the host planet. Example, kerbals can use ground telescopes to stare at mun or minmus. In conclusion, Astronomy should be added into the game.. It does not need to be very complicated like rocket science, as the basic concept is there. Also, this allows players to look at planets / asteroids from a distance. [ Asteroids can be seen from a distance even after 2.3km, but without physics] Thanks for your time! Leave comments below!
  3. Commercial missions e.g. send a specific payload/ kerbal into the designated orbit and you get rep/funds. Also, the start of multiplayer!
  4. Definitely. Most countries actually send communications satellites into geostationary orbit, and communications companies actually reserve parts of the satellites communications for commercial use. Also, commercial service does add interesting ways to complete missions.
  5. Firstly, the prospect of commercial service is pretty interesting, as such is being done in the real world. For example, spaceX offers commercial cargo to be sent up into space for about $300,000,000 for about 10+ tons. I believe that such integration into the game would make a good aspect, just like the addition of science and funds. Secondly, the addition of commercial service means that there are multiple sources of funds, and this drives people to build interesting ships and launchers. Also, commercial spaceflight means that SSTOs and Space Stations would finally come in useful. Thirdly, the specifics of the orbit of a commercial payload would make it very close to the real world counterpart, such as customers demand specific orbits for their payloads. This would widen the structure of funding and reputation. Also, players who completed unlocking all parts would have a reason for a mission. However, i have some questions: 1. Would the payload be a vessel with specific parts that cannot be attached to or removed from? And does this mean that you must build a launcher around it? 2. Does landing rovers fit into the definition of "commercial"? Unless the contractor requires you to set the rover as a "payload", landing a rover would be more of a challenge, rather than commercial service. 3. What happens if you fail to send the payload to its destination? Would you lose funds, or reputation? Anyway, i have full support for this idea, and i really wish for it to be implemented into kerbal space program!
  6. Would is be possible to improve upon the interface of vessel types? If you do not know what i am referring to, please look at the picture below. There are many variants of vessels other than the stock ones, such as spaceplanes etc. I suggest that the new interface consists of 5 icons ; Spaceplanes , Probes , Manned Capsules , Stations and Space Debris. When you click on an icon, such as "Spaceplanes" , a list of subsets under the category of "spaceplanes" appear, such as "atmospheric" and "SSTO". You choose one subset, and the vessel type will be named "atmospheric spaceplane" or "SSTO spaceplane". The same can be done with other categories, such as Probes. Examples of subsets under "probes" are "scientific" , "atmospheric" , " interplanetary" for probes within the kerbol's SOI, or "interstellar" for probes on an escape trajectory out of kerbol. Here's a simple chart for the possible vessel types : So, from the chart, we can have vessel types such as "Refuelling outpost" or "Scientific atmospheric spaceplane" or "Reconnaissance probe". Please tell me what do you think about the idea!Feel free to leave any suggestions on this feature below.
  7. what are black holes made of? (i mean what types of matter? solid? liquid? gas? plasma?)
  8. Indeed! I've longed for planes being more "real" in ksp
  9. Hello, awesome KSP community! My suggestion is to implement dynamic environmental sounds to KSP. For example, when a spaceplane is racing down the runway, perhaps the wheels can generate some rumbling noise, like those heard from a car or some vehicle. The sound will go softer , the slower the spaceplane is on the runway, or on the ground. Also, another example is footsteps. When a kerbal is derping around moons, stepping on dust and creating a mess, perhaps there could be soft footprint sounds. I know that sound waves cannot travel through vacuum, but it would be a nice ambient touch if it were possible in KSP. Another example is when the landing legs stretch or contract, there is a soft piston sound generated. Although it may sound insignificant, it is very simple to implement, and it would really cause me to lose a year of my sleep playing KSP . It would be nicer to improve the engine sounds, such as jets, as when they are activated they have a whirring sound, instead of an explosing sound. One such example is in the video found below: Skip to 1:22 for the engine startup Also, the jet engines in KSP sound like an orchestra singing in monotone. Perhaps they can be improved to the sound of real life jets. However, the jet's noise will change to a soft drone when in IVA view. I'm sure many would love for this implementation in the game! Thank you for your precious time! Edit : I understand that the engine noise part is planned for official release, but i didn't remove it for the sake of including everything in the environmental sounds suggestion thread.
  10. I've tried lowering control surfaces on my planes so i can imagine them as flaps. When they are lowered, my plane magically takes off from the ground. Therefore lowering control surfaces do help to increase lift. I'm not sure about the drag, however.
  11. Do paradoxes really exist, or are they just self- contradictory that they cancel each other out? Its hard to explain in words. Paradoxes are a very great mystery to everyone. Here is an example of a paradox involving time travel. I can recall today that my dog died from allergies to chocolate , and we buried him in the afternoon. At night he came back to tell me to not feed him chocolate next time. Seems like he time travelled from the past, before his death, to prevent his death.. Have fun figuring this out. Side note: My grandfather is younger than me, and i went back in time to poison my mother, before she gave birth to me. While i was at the past, i prevented the inventors of the internet to invent the internet. Also, i managed to stop myself from writing this post. Have a nice day, everyone.
  12. FAR supports flaps,and i've seen scott manley use it, but it also comes with some mystical aerodynamics that guarantee all my planes crashing. Also it just lags my computer badly. edit: also just found out you can actually have profile pictures in this forum!
  13. -Point taken. What i meant is that some planes have difficulty taking off due to very little lift from the wings. so the planes can lift its nose up, but can't actually leave the ground. Thanks for the feedback. -Also the AoA is just an analog, which don't really need to be implemented in KSP, also i'm pretty sure it has been partially implemented. Thanks for the feedback guys! I really appreciate it.
  14. Hello everyone! I have a suggestion that i've been dying of wanting it in KSP. KSP should have the ability to toggle between control surfaces and flaps. When you right click a control surface to access its tweakables, there are 2 new settings. 1st is to allow it to act as a flap. The second is to adjust the angle of the flap. Furthermore, it can have action groups assigned to raise/lower the flap. Here is a brief introduction on flaps. Flaps are generally areas of the wing that can move up or down, similiar to a control surface. Flaps are installed in most aircrafts today. They are lowered during liftoff - landing or while cruising, to buffer the lift generated by the wing itself, hence reducing the need to constantly pitch up to increase lift. They are essential in all aircrafts flying today and is a very important part of the plane. If it fails, the plane may not be able to land safely. Aircraft flaps look like these If the windflow is hard to visualise, here's a graphical representation of flaps. As you can see, the windflow is directed downwards, hence increasing lift. Flaps are very essential in flight as it aids with takeoff , landings and low speed flight. It acts as a surface to deflect air downwards, thus enhancing lift. When a flap is lowered, its angular drag is increased, hence it slows the plane down slightly. Drag increases with the angle off attack. Hence a flap lowered to 50 degrees has more drag than a flap lowered 20 degrees. I think this will really help very much as most of the planes in KSP are very hard to take off, and they rely on the sudden drop on the end of the runway to take-off. It will also allow better flying as the angle of incidence can be closer to 0 at cruising speeds, hence reducing the need of reaction wheels or even RCS to keep the plane's nose up. Although it is a very simple idea, it is nevertheless essential to flying our spaceplanes so we can crash it. .I don't think it is very challenging to implement in KSP , and many people will appreciate the addition. Thank you.
  15. Hello! This is a short suggestion on road tracks. Road tracks are trails of sunken mud/ soil left by a rover, plane or a car. It only appears on sand, dirt, soil and mud. They disappear after it reaches 2.5km away from the player, thus ensuring no lag. It is just a visual improvement, not an actual physical track. thanks!
  16. Currently, career mode is just no different from sandbox mode. The materials and parts are free, although a "cost" unit has been implemented. If currency were to be added, a player would start off a career mode with its starting fund, of about 5 million dollars. Through missions organized by the "government", such as sending payloads or astronauts into specific orbits, cash can be obtained. Cash can be used to purchase parts, or hire kerbals. Methods of obtaining funds: 1. Sending pre-built payloads from governments or third-party organisations, into specific orbits. -A 70-100km orbit would reap $50,000. -A 100-500km orbit would reap $100,000. -A 500-1500km orbit would reap $150,000. -An orbit above 1500km would reap $200,000+ -A geostationary orbit would reap $500,000. -Munar insertion orbits would reap $1,200,000 -Minmal insertion orbits would reap $5,000,000 2. Setting up communication links. Several new probe parts would be added, with the ability to "transmit" information from one place to another. It is not for use for the player, but instead for other companies who wishes to use your satellites to transmit data, such as telecomms, television, internet and etc. A transmition-able satellite must be put into space for companies to make requests. -1 unit of space would reap $20. A small transmitter would carry 500 units of space, be 0.5m wide, and has 0.1 mass. A normal transmitter would carry 2750 units of space, be 1m wide, and has 1 mass. A large transmitter would carry 5520 units of space, be 2m wide, and has 3 mass. 3. Commercial space tourism A new building would be set up called the "tourism center". There, kerbals can sign up for flights around the globe, or just a suborbital flight into space. However, you must design your own rockets, spaceplanes or planes that can carry passengers. -A 100km plane trip would cost $6,000. -A planned suborbital flight would cost $120,000. -A planned orbital trip from space would cost $600,000. -A round trip to the moon would cost $1,500,000. 4. Multiplayer competitions Multiplayer competitions can be held by players, which then the 2 teams must build a suitable and desirable vehicle that fits the criteria set by the player. The player then awards the winning team a sum of cash in exchange for the vehicle. How money will be spent 1. Fuel Money earned will be used to purchase fuel. Fuel will be stored in resevoirs, and then used for missions. -Liquid fuel costs $5 per unit -Oxidixer fuel costs $7 per unit -Monopropellant RCS fuel costs $2 per unit 2. Parts Parts require money to be purchased. -Small fuel tanks costs $1,000 - $5,000 -Normal fuel tanks costs $5,000 - $13,500 -Large fuel tanks costs $13,500 - $75,000 Probe cores costs $500-$5,000 Cockpits costs $10,000. Pure rocket engines costs $20,000 - $150,000 SABRE engines costs $175,000 Jet engines costs $30,000 - $170,000 Wing parts costs $3,000 Solar panels costs $1,000 to $190,000. When parts are recovered, they are stored in the inventory of a player so that it can be reused for next missions. 3. Research Money must be spent so that research can be done. Research involves new scientific communication parts. Research will continuously gather data from probes or rovers all over the solar system for a maximum period of 3 years. Data gathering may vary from 1 to 10 units per day. Time warp will just pause the researching, and continues when it is under 10x. When 50 units of data is gathered, money must be spent on it to convert it to either science, or new parts(which are very rare). 50 units of data will cost about $15,000 and reap 50 science.
  17. @Lurven Thanks for the feedback! Sorry to mention that i used afterburners in the picture, but it can sustain its hypersonic velocity without the use of afterburners, just to clear the confusion. It doesn't seem very much realistic as the real life F-35 can barely touch mach 1 without afterburners, but that's the way KSP works.
  18. Thanks for the feedback! Hello Mareczex ! Big fan of you, and I loved your videos!
  19. The Lockheed Martin F-35 Lightning II is a family of single-seat, single-engine, fifth-generation multirole fighters, under development to perform ground attack, reconnaissance, and air defense missions with stealth capability. The F-35 has three main models; the F-35A is a conventional takeoff and landing variant, the F-35B is a short take-off and vertical-landing variant, and the F-35C is a carrier-based variant. The craft currently in showcase is the F-35A, which is a conventional takeoff and lading variant of the jet. The STOVL & Carrier variants are currently in development. I proudly present to you, the F-35A Lightning II, developed & manufactured by Divine Airlines corp. note: B9 Aerospace pack is required for this craft. B9 Aerospace is available here Instructions for takeoff: 1.Engage engine and afterburners by staging. Press 4 to toggle between afterburners. For a full-performance takeoff, engage afterburners. 2.Engage SAS for stability. NOTE: SAS is optional as the craft is very stable. however, pitch trimming is needed. 3.Wait for the plane to reach takeoff speed (~40m/s) and gently pitch up about 10 degrees. 4. The plane will gracefully take to the skies. Download: F-35A Lightning II F-35A Characteristics Arnaments: 1x Aim 7 Sparrow 2x Aim 9 Sidewinder Powerplant: 1x F-135 Turbine Engine w/ full afterburning capabilities Dry thrust: ~150kN at sea level ~190kN at 17000m With afterburners: ~185kN at sea level ~215kN at 17000m Minimum take off speed: 34.5m/s (without arnaments) 42.1m/s (with arnaments) Maximum speed: [table=width: 500, class: grid, align: left] [tr] [td]Altitude(m)[/td] [td]Speed(m/s)[/td] [/tr] [tr] [td]1000[/td] [td]152.3[/td] [/tr] [tr] [td]3000[/td] [td]180.1[/td] [/tr] [tr] [td]6000[/td] [td]245.9[/td] [/tr] [tr] [td]10000[/td] [td]301.0[/td] [/tr] [tr] [td]20000[/td] [td]1201.0[/td] [/tr] [/table] Service ceiling: 21000m Thrust/weight: 1.16(full fuel) 1.36(half fuel) Rate of climb: 87m/s (at sea level) 180m/s (at 8000m) Range:3500km http://www.youtube.com/watch?v=IYYRLoi_zwM
  20. the center of mass should be BELOW the center of lift, and preferrably the center of lift to be at the same vertical plane as the center of mass. This ensures that the shuttle wont nosedive or tip over due to its immense speed at reentry. the center of lift above the center of mass acts as a balancing effect, allowing the shuttle to return to its original position after being displaced.
  21. I normally fly a large probe container up into space, rendezvous with all the space junk and small probes, then deorbit the "trash bag".
  22. Objective: Make a Working Carrier that can float on water, then land a plane on it. Only b9 aerospace modpack is allowed.(optional) Rules: -The plane can have VTOL/STOL capabilities -The carrier must be able to travel on sea -B9 aerospace pack can be used(optional) Helpful suggestions: -Arresting hook Make a normal plane. Then attach a landing gear, protruding out of the plane. Assign the brakes of the gear to a hotkey. Upon touchdown, press the hotkey and the gear will act as a arresting hook to slow the plane down. -Harrier Using B9 turning engines, you can make a harrier version of a plane. Simply land vertically, and the challenge is completed. -Carrier transport Attach long metal gurders to the bottom of the carrier, then attach gears at the end. This will allow easy transport to sea and will also keep the carrier buoyant. good luck!
  23. I have mixed opinions about that. However, im pretty sure that KSP must have less lag so that it can run on friends' computers to play.
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