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NWM
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Everything posted by NWM
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Mk1-2 command pod way too heavy
NWM replied to dfg26's topic in KSP1 Suggestions & Development Discussion
Mk1-2 is a tough one, a Mk1 is quite a fragile. The Kupola and the Mk3 is too light (as whole new Mk3 parts - now (0.90) the most efficient rockets made of Mk3s!) but there are many impossibly balanced parts: thrust of ion engine, and the smaller monopropellant tanks capacity... -
POLL: What would you like Added/improved?
NWM replied to Talavar's topic in KSP1 Suggestions & Development Discussion
fixing that stupid "physic-less part" system... and a long list of wishes... -
A simple question: Why the durable Mk3 aeroplane fuselages have better wet mass/dry mass ratio than the more fragile rocket tanks? Now the most efficient rockets built of Mk3-s aeroplane fuselages! And the the FL-R10 and FL-R25 RCS fuel tanks were already over-fuelled. 3 FL-R25 contains same amount of MP than the FL-R1? Ridiculous. Another question: Why there is no coherence between the XP gains and the hardness of the achievement? Visiting the Eve is one of the (if not the) most challenging missions, and pays in XP quite poorly. Another question: Why give restrictions for the buildings over the limits? The missing action group is "sucking". If I play a hard mode I want hardness, not suck like a piglet! I've to perform many flying missions for the upgrades, but manipulating each part by LMC every-time is quite fatiguing. The part number, mass, science node, max. business number limits already force the player to upgrade as fast it possible. Apart from these, and the miss-designed VAB GUI, the 0.90 is quite pleasant surprise... Please balance the features better before release!
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KAS and Kerbal Engineers, its only logical
NWM replied to MKI's topic in KSP1 Suggestions & Development Discussion
Yeah! And repairable solar panels. "KAS" with spare part system should be integrated, and gives good opportunity for the engineer level scaling. Leave resource efficiency alone! -
Action Groups improvements
NWM replied to thyriel's topic in KSP1 Suggestions & Development Discussion
Yes, it has been suggested several times, but quarrellings about re-balancing a part are far more polular. for example my offer: http://forum.kerbalspaceprogram.com/threads/90802-Hierarchic-order-of-command-modules?p=1355086#post1355086 -
No more physic-less parts! An more realistic-reasonable game...
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Why not say no more "statue" kerbals on EVA. The left alone Kerbals should look around, scratch their bellies or arses, and when more of them are close to each other they should start to speak or play with cards, etc... change the name of the topic: 'no more statue Kerbals'
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Yes, I mean, you can skip the early techs, let as normal, or start pre-rocketic age - by settings...
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I mean there should be possible to start in different eras. for example: 1/ ancient - -1 tech level - propeller drive aircraft with rigid wheels and open cabins... - and you have to invent the rockets and those current level 1 thinks 2/ normal - as now (0.25) 3/ late - starting with opened tech-level 3 nodes - and the starting in later era means more nearby biomes and experiment had been already exploited...
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Should RemoteTech be in final version of game?
NWM replied to Tux's topic in KSP1 Suggestions & Development Discussion
Definitely YES! I think there should be reasonable difficulty leveling then the "simpleminded" gain/cost modifiers. The difficulty should be challenging by the difficulties, and not sucking of lack of resources. The dificulty leveling is quite possible by this way: None/ +Antenna range/ +Antenna visibility/ +Transmission delay/ +Visibility cone depending on dishes orientation If someone plays for the explosions, there is the None option for them. similarly with the heat: None/ +environmental/ +atmospheric entry Life support: None/ +O2/CO2/ +temperature (electricity)/ +water/ +food/ +entertainment There is many leveling opportunity! Please, I know the majority of the world's gamers are "simple", but almost all of the game are for them - make a game where the human mind can have some kind of gymnastic with the solving of difficulties, and not the nerves are overused by the "AI's" cheating as "difficulty leveling"! -
1/ Selecting root 2/ Connecting coping parts without struts - the new wing part beautiful, but building greater surfaces and employing struts on them is SUX! If possible make it available for constructional parts' nodes too - building closed frames without struts! 3/ Make each of the micronode and hubmax nodes be able attached first - quite fatiguing to search the "first" node. 4/ make the parts able to attach "radially" with not only by on edge. For example the nacelles can be radially attached only by their bottom (opposite side of the intake slot), and cannot be attached by their left-right side. For example the wing connector A and B could be one, if the attachment edge could be changed. 5/ Attachment "texture" instead of 0/1 at some parts. If there would be a bi-color texture of yes and no meaning, there could be surfaces on a part both allowed and not allowed to attach (cabins doors for example) 6/ More tweakables
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Increase thrust limiter action group
NWM replied to Tortoise's topic in KSP1 Suggestions & Development Discussion
Do you think about something like this? http://forum.kerbalspaceprogram.com/threads/90802-Hierarchic-order-of-command-modules?p=1355086#post1355086 -
How unstable is 64x?
NWM replied to Patient_Zero's topic in KSP1 Suggestions & Development Discussion
If I see a game with 64bit Windows Unity engine, I'll run away screaming. All is buggy for me - mainly dependent on memory usage. The Linux-64 versions works perfectly. -
Colliders for terrain scatter
NWM replied to PhaserArray's topic in KSP1 Suggestions & Development Discussion
I support the idea. The game would more challenging, and there wont be those stupid in the rock situations.... -
Are there something effected by the wages cost or that is all your idea?
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Link tweakable sliders in VAB and SPH
NWM replied to John FX's topic in KSP1 Suggestions & Development Discussion
As optional, it is a supportable idea. -
Thanks, I know how the default fairing works, a I know some mods too. I' just want to say: make the separators work as real: base of in-line holders and fairings.
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Folder System in VAB and Hangar
NWM replied to conn77's topic in KSP1 Suggestions & Development Discussion
+1! And the game should remember the library, to make it useful, not painful... -
Separators releases both sides, but creates fairings and physical connection only to the upper side, instead of both. Why do we would use separator instead of decoupler? example (vertical built): 2.5m lander an 1.25m docking port on the top "poodle" engine 2,5m separator 1,25m docking port Command Module Inter-celestial Rocket Launch Vehicle It is a functional replica of the Apollos, but it is a fragile and ugly something in KSP The separators should create procedural fairings to the next same sized part in both direction!
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Balance the MP tank's dry mass ratios
NWM replied to Random Tank's topic in KSP1 Suggestions & Development Discussion
At first 0.625 version should be contain less fuel ~ about 25 units - adjusting to its size! -
Az igazság az, hogy most is munkanélküli vagyok, csak már van megbÃÂzható "napszámoshelyem". Megélni kevés, éhenhalni sok... Nos az SSTO+raktér némileg nehézkesen használható, ha hardcoreban nyomod - azaz újratankolsz meg minden. Ugyanis a raktérmek a súlypont környékén a helye, hogy kirakodás után se boruljon az egyensúly, tartályoknak szintén súlypontjának szintén. A vége mindig egy kettÅ‘s törzsű valami lesz, akkor meg minek kinozná az ember magát az ember a méretet megszabó, a berakodást gátoló raktérrel? No mindegy, nekem csak egy kissebb kettÅ‘s törzsűm van, műholdtelepÃÂtésre, szenzorcsonmagok fel és leszállÃÂtására. A kisebb modulokat, eszközöket, (max 25t) egy kétfokotzatú, teljesen újrahasznosÃÂtható (!) hordozóeszközkészlettel (hordozóeszköz: no ezt is ma ÃÂrtam meg a wikiben - még nincs angolul! hi-hi-hi!), a hajtóanyagot meg az SSTO repcsik winnék fel. Sajnos most csak a 95 tonnás 2 jumbós tudtammég csak kikalapálni (most olyan 75%-ot (1,5 jumbonyit) juttat pályára, az elviselhetÅ‘). A 9 jumbis sajnos 20km-ig sem jut. ÃÂzekre kell szednem, pedig olyan szép volt... A bolygóközi expediciós vontatómba gyorsÃÂtókkal együtt majd 10 jumbonyit kell betankolni - ez a 400 tonnás monstrum 2 fordulóból telenyomta. Szóval lenne potencia az űrrepülÅ‘kben. A Buran+Energia2 nyereséges lehetne most is, csak ugye a Szovjetúnió széthullásával, maradt az amerikai technológia, amibe minden szokott lenni, csak az ésszerűséget és a célszerűséget kerülik el messzrÅ‘l...
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Nos, nem tagadom, hogy nem éreztem már hasonlóan. Volt szerepe benne, hogy a játszadozás helyett nekiláttam a Wikit szerkeszteni, hogy addig is teljen az idÅ‘... (A fÅ‘ ok a munkanélküliség elviselése volt - 100. állásajánlatra elmenni, és beállni 100.-iknak a sorba ahol egyetlen munkahely van szabadon, és közben egyre kevesebb "fund" van a zsebedben - nos kÃÂvánom ezt a frusztráló érzést minden mágnásnak, politikusnak és egyéb fÅ‘férgeknek, akiktÅ‘l Vlagyimir Iljics bölcs tanácsa ellenére sem szabadult meg ez az égitest). De nézd a másik oldalát - régebben mondjuk kéthavonta dobták ki az új fÅ‘verziót, mÃÂg a 0.23 és a 0.24 közt már közelÃÂtÅ‘leg egy év telt el. És az újdonságok szÃÂnvonala: nos használat szempontjából nem egy privát-bÅ‘vÃÂtmény többet dob a játékélményen, mint a két kiadás közti különbség. Kifejezetten kÃÂváncsi leszek hogy a most beharangozott rakterek hogy fognak működni - hogy oldják meg, hogy a raktérajtók ne roppantsanak össze mindent, vagy hogy ne lehessen azok felületére minden marhaságot rakodni (és nem úgy, hogy a nem mozgó felületekre se lehessen rakodni). RészemrÅ‘l amÃÂg elérem, hogy a 400 tonnás (a többit már hellyel közzel kikalapáltam) is 25km felett tudjon rakétára váltani, addig is elmegy még elég sok idÅ‘...