Morty_jhones
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Everything posted by Morty_jhones
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yes i agree that the list of biomes needs improving. on thing that would definitely help is in the science list under each planet it list's each of the biomes for that world. also what would help is a biome veaw in the map mode. it turns off the surface veaw on the objects and high lights the edges if each area on the planet/moon. with a further option to colour code the areas by science done there. i don't think Forcing someone to scan the planet is a good idea or not after all the moon and other planets in our soler sytem have already been devided into areas of intrest already and we ant even been to most of them yet.
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I like the idea you have sir-jested but having an incomplete design would be for frustrating than helpful. Maybe a better idea would be for there to be a one part sub-orbital ready to go in the ship list. and then as you do contract work then extra pre-built could become available as contract rewards or incentives. so as you do more in game the game afectivly shows you the sort of things that you can do with some of the bit's, as a sort of enfolding help guide. my idea would be that you start with the Kerbal 1 . sub orbital 1 peace that if used exactly right should get you far enough to land somewhere on the back side on kerbal offered a contract for ground testing science and com's gear research basics offered a contract for altitude testing and the kerbal 2 orbital 3 stage that should 'just' get in to orbit and back safely. and so on for the 1st 5 research options. so effectively, yes the game will hold your hand for the start but then after that your on your own. and if all the level 3 shops are different then that would give you. 1 sub orbital, 2 orbital's and a aircraft. none of wich would fly very well or far but would be enough to show the principles involved.
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Color of highlighted part
Morty_jhones replied to jduchock's topic in KSP1 Suggestions & Development Discussion
While i agree that the undo is usfule I to would like the option to change or 'icrease' the hylight of serlected parts, hopfully this will be included in the new 'twekables' update that should be along soon. -
Power and Propellent Degradation
Morty_jhones replied to Matayoman's topic in KSP1 Suggestions & Development Discussion
Sounds interesting but ultimately I feel will be implemented as a realism mod when this game is finished. Like a lot of other players i run 1 mission at a time trying to run multiple missions at once in the un-moded game is currently imposable due to the way the game handles inactive flights and timings. All fight path data and flight nodes are unsaved when you change craft and this mean that at each switch you need to rework the flight and can easily miss burn points. -
What science would you like to see added?
Morty_jhones replied to Tassyr's topic in KSP1 Suggestions & Development Discussion
all of the above. and a whay to turn all that science data into curacy so as to fund my space race. -
A Possible Model of a Kerbal Galaxy
Morty_jhones replied to Danthalios's topic in KSP1 Suggestions & Development Discussion
well if they do allow other star systems theirs no reason they cant actually be close repetitively speaking after all in nebula regions it is not uncommon for star systems to be under a light year apart and the closer you go to the core in our own system the tighter the systems get anyway. personally with it's high mass but low diameter system i have always seen kerbal as a close core system so having nearby systems and no Oret cloud would make sense. -
Personally while i like the Idea of Remote Tec, I also do not like the delay in responses and agree that if they put something like this into the main game it would have to be instantaneous when active. Ground controllers, get weeks even months to plan, code, test and retest command programs for probes and rovers look at curiosity all the programs it will be using for the next year are all ready written and have had over a year of simulation testing to make sure they work. how long do you get to program a decent path in game while the rovers in range? 10 maybe 20 min and you can't test it just quick-save & keep your fingers crossed.
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Ascent Profiles + Scheduled Flights
Morty_jhones replied to Blacksmith's topic in KSP1 Suggestions & Development Discussion
i have to agree with wiviking on this. Doing everything by hand is long slow and eventually boring. if i have a space station relay set up for a mining operation on mun then for each launch of a mining vessel i have to launch at least 2 supply ships. one to resupply the mun mining operation and one to resupply the orbital facility. OK so i can merge the mum resupply with cargo collection but that still gives me 2 'drone' flights per actual launch. and that's just resource gathering. on top of that there is any servay and exploration missions. and that is just local traffic. If i add a station or base further out that's going put even more load on the orbital supply station as I now have another 2 drone flights (kerbal to station and station to base) to worry about. so no automation of flights and fight plans NEED's to happen. -
OK, I admit that i think this is gonna be hard to implement. but i would like to see a split throttle for engines. or at least a programmable differential thrust. For example i have build a quad engine space plane and due to balancing need the top engines to push 10% Less than the bottom set so the plain don't nose die so i click and set it at fallow 10% and the throttle of that engin is always 10% less than the main or left right and inner outer pairing. so i can set say ramjet and rocket engines on diferent trusts
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Sending kerbal pets into orbit
Morty_jhones replied to Bilfr3d's topic in KSP1 Suggestions & Development Discussion
or as an option if your safety record runs to low, ops killed and stranded to many kerbals, right send in the pets!. -
what i would do is make 'transition gates' around the system is a ship hits them within say 15 degrees of the alinement then it is saved and deleted. a calculation is performed on its acceleration and mass as to how long it will take it to get to the destination system. anything that don't match the alinement is treated as an orbital even if it has system escape velocity. resin being that it would get so far off coarse that it would never be able to correct to reach its target. then when the player's game hits the right time mark. a new button appears in the radar room - system telemetry - which then lets you save the game and switch to the system you have arrived at and take command there. once you finished mucking about there. then you save and reload the main system again.
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I sort of get what you is aiming at. but the nav ball we have will do as is for a long time. the thing is the nave ball is a external reference point indecator where as the Apollo nave ball is an Internal ref point indicater. TBH theirs no difference between them except for the fact the way they are marked. the Apollo one gives all references relative to take off position the normal one gives all references relative to a fixed point theoretically between the landing gear. changing the nave ball would be a pain because they would have to implement at least 2 replacements. 1 for space planes and landers, 1 for rockets and probably another for rovers which would be a pain. also what if the vehicle starts as a space plain, jettisons is wings in orbit an becomes a standard rocket then lands on a planet drooping of a rover? how would the game know to change the navball?
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Since the up date i have been loving that i can change flag per mission. now can we have the next step pls, and can you make it so we can Slap it on the side on the side of the Kan and all over the launch vehicle.
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I love the Revert Key its great. and lets face it it SHOULD be in the career mode as well. after all how elce are you gonna SIMULATE a launch ? ? they gonna add ANOTHER launch facility ? ? mission simulator !!!, play the game WITHIN the game!!!! yea that really makes sense, though them doing so would be funny and weirdly cool. After all space agencies around the world simulate launches and 1st flights Before they even begin construction.
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An ASAS unit is two large weights on a slide on a swing arm. two electric motors pull the weights back and forth while another motor spins the whole lot like a top. the idea is that it works as a stabilizer shifting the center of balance of the rocket slightly to shift momentum. is it very affective.
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ok well thanks all for looking anyway. I have got the part working as i want sort of but i cant make it care wither the light panels are deployed or not but still it works and dose what i whant it to.
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Recommended mods to enjoy the game a bit more?
Morty_jhones replied to InF3RNo's topic in KSP1 Mods Discussions
yea Iorncross's life support is a good idea but he forget to include/allow for Alge farming tec which makes most heavy 'life support' equipment Out of date and is not that heavy/expensive to install, especially in a closed environment like a spaceship. -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Morty_jhones replied to UbioZur's topic in KSP1 Mod Releases
Could you pleas make a try-fl but with your Jumbo 64-FL-R1 combo instead. would help with big ships -
I was looking thought the Space port and i spotted a lovely looking mod by Z for a orbital green house for Iron-crosses support mod. reading the files he posted and gave permission for peps to mod his mod if they want. So taking the plunge into modding i down loaded looked at it in action and then adjusted it to a life support free use. My idea was since the farm generates air and food then the kerbals would probably use any excess material as MonoPropellant. Well it works but for some reason it is generating Electicity as well could some bright spark tell me what i have missed........ thank you. // Kerbal Space Program - Part Config // made By Z moded by Me PART{ // --- general parameters --- name = greenhouse module = Part author = z // --- asset parameters --- mesh = model.mu // entries missing ? // --- node definitions --- node_stack_top = 0.0, 1.61, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.61, 0.0, 0.0, 1.0, 0.0, 2 node_attach = 1.25, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // --- editor parameters --- cost = 3800 category = Science subcategory = 0 title = GreenHouse manufacturer = Jeb Co. Light Industreals description = Garden in a Can kit, Asembled and ready to use. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 fuelCrossFeed = True MODULE { name = ModuleAnimateGeneric animationName = door startEventGUIName = Remove Shutters endEventGUIName = Close Shutters } // ---resources and xtras MODULE { name = ModuleDeployableSolarPanel sunTracking = false raycastTransformName = glass pivotName = glass isBreakable = false resourceName = GLight chargeRate = 0.001001 powerCurve { key = 206000000000 0 0 1 key = 13599840256 1 0 1 key = 68773560320 0.5 0 1 key = 0 10 0 1 } } MODULE { name = ModuleGenerator requiresAllInputs = true isAlwaysActive = true INPUT_RESOURCE { name = GLight rate = -0.1 } INPUT_RESOURCE { name = ElectricCharge rate = -0.01 } OUTPUT_RESOURCE { name = MonoPropellant rate = 0.002 } } MODULE { name = ModuleGenerator activateGUIName = "Power suply ON" shutdownGUIName = "Power suply OFF" INPUT_RESOURCE { name = ElectricCharge rate = -0.02 } OUTPUT_RESOURCE { name = GLight rate = 0.1 } } RESOURCE { name = MonoPropellant amount = 0 maxAmount = 200 } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 100 } RESOURCE { name = GLight amount = 0 maxAmount = 1 } }
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Hia i have been playing a short time now and i am finding myself with a strange problem i launch fine but evey orbital path ends up north south rather than east west i am using an auto pilot mod to launch but even then it still end up north south any idea whats causing it?