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NWM

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Everything posted by NWM

  1. Airbags for lithobrake landing, Propellers for aircrafts and ships Remote Control Module for controlling the probes from great distance when they distant to KSP, Training Module - acquiring the training function of the lab Signal lights (KIS, KAS, and some kind of robotic arms... - I cannot dream of it...)
  2. I support the idea. 1/ as an ability of the probes, they can be "programed" a bit, and can execute orders when out of contact, and maybe the signal delay can be implemented in the game and the ion engines thrust can be moderated. 2/ and a fine new skill for the level 4 pilots.
  3. The turned on lights of the retracted landing gears just waste the FPS and shows a rendering glitch. Why not put on 'turn off' state while they are retracted - automatically?
  4. Whole the balancing is ridiculous. The durable aircraft fuselages has better wet/dry mass ratio than the fragile rocket tanks? The small tanks (RCSs, Round-8 and Oscar B) insanely heavy, seriously annoying when building a light re-docking probe!
  5. I think, new set of parts would make this game more impressive. I would welcome a new set of parts, which would be orientated horizontally. These would fit better for rovers and bases. Lab (horizontal), Storages, and etc. And of course a big rover command pod.
  6. Definitely yes. Now there is no inevitable technical border of manned visiting the outer planets. Just you must have a huge VAB and you can attack any celestial in the solar system with the 90scp gadgets. It would make more reason of the probe missions, and the technological development in the step-by-step conquering of the space. And yes, it should be tweakable (and being turned off entirely) as many of the players would play a simpler game. Yes, we care of them, although they ignores our wish their simple NO...
  7. Many simulator creates trees, rocks and other obstacles procedurally. And, yes, these obstacles have collision mess too. And it would make the landing, taking off and rover driving more challenging - and I play for challenges. So, I support the idea, although, I won't give not high priority for implementation - there are many more annoying thing in this game.
  8. I reckon that, the specific action groups for everything is not a solution: 1 - sometimes useless: at docking you want to release all of the connection of the space station? 2 - limited pieces of keys on keyboard The Alt+, Shift+ numbers also cannot be used, as they many times used as desktop commanding combos... Once, I have offered a neat solution: but at least as I see, the maximum of 10 programmable groups not annoys only me - but sincerely, I fed up with renaming vessels after each docking... Have a nice day!
  9. I like this idea, but: For more realism, there is a "flag" needed for those parts can these engines be attached to, avoiding to attach them to mini fuel tanks and etc...
  10. I mean only 4-5 star pilot would have these abilities. It is a hard work to train them to this level, and in an economy simulation demanding continuous income from ferrying, mining... wast amount of these aces would be needed, and there will be always perpetual demand of teaching the greens... Engineers: -repairing the solar panels?
  11. And what if the experienced pilot can do something extra, what the probe cores not: ? Auto-execution of nodes Docking Navigating rovers independently to destination (long rover trips can be fatiguing) Or even fly an aircraft...
  12. A simple idea: I use the alarm clock perpetually at aerobraking, but there are no special warning for it, and I have to use the periapsis and estimate the extra time between the preriapsis and the atmosphere brother. Is it worth-full for an extra option for anybody else? Thanx!
  13. The Mk1 cabin - I don't like it - those doors are always smaller then the helmets of the kerbonauts... The MK3 ramp should be ended with Mk2 on the top for availability of constructing a fine tail, and use both rear and front...
  14. Is it a joke? Using ISRU makes the game too easy - I think at least two kind of "raw resources" should be needed for the "used resources". Now, putting a refinery on an ore-field creates an infinite fuel depot without any hardness... And yes, life support and their resources could make that ISRU eve more useful.
  15. The main thing: the whole Mk3 set is overrated - not only the cabint, but the fuel tanks too. The ultimate rocket now bases on the Mk3 parts... That's the main problem - the Mk3 parts should be a bit heavier...
  16. The aerospike should outclass the others with conventional nozzle at high pressure - thats what they are developed for. Its mass maybe needs some re-correction to 1.25, or something like this. (better Isp at high pressures, and a bit worse TWR) The NERV is drowned by great dry masses, both own, both the fuel tanks (if you won't use Mk3s)... Smaller tanks example: FL-R25 250 units (1.25m), and FL-R1 750 units (2.5m). The ratio is 1:3 instead of 1:8 should be derived from dimensions. Others: Oscar, Round-8, FL-R10, Stratus-Vs...
  17. Now two special engines had been rendered to almost useless: the NERV and the Aerospike. The Aerospike is useless - heavy, weak, has no gimbal, but at least very sensitive to the atmospheric pressure. The Isp drops from 340s to 290s at 1 bar. Hey, what is that spike for? Why are the values not 340 and 335? The Nerv is more heavy, and lost thrust vectoring, and consumes LF only, having no role now, as purely inferior to the Poodle. At least that thrust vector should be remained, at least 0.5 degrees... The smaller fuel tanks are ridiculously overloaded in comparison to the bigger ones. And why have the durable aeroplane fuselages better wet/dry mass ratio? And a question: why we use LF/OX in ratio of 9/11? The 8/12 ratio is more realistic and easier to count as it is simplified to 2/3. And why haven't these LF+OX tanks got a tweakable switch to work as pure LF tank - making the Nerv usable again...
  18. The main thing, the quality of the ground doesn't mean anything: ice, grass, dust or stone are same...
  19. The most important thing is making the life support work as a difficulty setting to ease the conflict between the hard-cores and the take-it-easy-men. My opinion: Kerbal orbit: nothing extra Mün: heat management needed, air, food can be carried easily (set of cabin) Minmus: worth to employ air refreshing devices or serious air tanks needed, food - set of cabin Inner planets: (Eve, Duna): air reprocessing is inevitable (or wast tanks needed), serious set of food has to be carried, Jool: time for fully self-supporting ships These steps makes the probes worth to use, and gives a stepping of the development in the game...
  20. Just make it optional. Many cases it would be preferable if the controlled part was out of the staging sequences... (jet engines, emergency decouplers...)
  21. I'd like to equip the turbojet with afterburner. But no doubt, electric engines would be fun and a good target for science point spend for at the advanced state of the game...
  22. It is nice to have it in mod, but I think this function should be implemented in the default game. So... : +1
  23. I miss the animations of the idle Kerbals. They are just standing rigidly - like a statue. They would have to do something like: scratching their arses, shagging their shoulders, bellies, playing with their mobile phones, talking with each others (if they are nearby) ore something else...
  24. Who wants to wrap to the apoapsis when still in the dense atmosphere, or wrap to the periapsis when it is still under the surface. There is no reason in it! But the wrap to icons are there. Why? It is just a disturbing detail of the game.
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