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0x7be

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Everything posted by 0x7be

  1. Anybody knows how to remove warp factor tweaks and loading screen windows? I don't want to reverse engineer it.
  2. I would be doing exactly what Squad is likely doing now: expanding career mode. We have very good mechanics for engineering and flight simulation. I think it is time to add more things that introduce some actual meaning to spaceflight in Kerbal universe: more advanced science mechanics, economics, planetary resources, missions, etc.
  3. Because creating even a prototype of mod consumes time and I don't have much of it to spare So I want to know beforehands if anybody is going to use it. I don't want to make thing which nobody will use Thanks for feedback.
  4. I've been reading about real spacecraft control and guidance equipment like Gemini Guidance Computer, Apollo Guidance Computer, Argon computer series etc. Comparing to real world guidance and control KSP controls are quite simple. You get nice visualization of spacecraft motion patameters and very handy maneuver node planner mechanism. Mods like MechJeb, Kerbal Engineer, etc also provide you with plenty of flight data and even automate some tasks. It really helps people to enter the game and easens learning curve whilst also taking away some challenge and realism. So I thought that it would be nice to have a mod which emulates onboard flight control equipment in a more realisic fashion. It would give some challenge in performing space flight. There is wide spectrum of ways how this idea could be implemented, starting from simply chopping off some functionality from MechJeb and addig some low-tech artwork to it, and finishing by thorough implementation of some real world computer design with all of it's internal workings and multipage operation instructions. So, what do you think of this idea? Would you like to have more realistic and more challenging flight controls? How much of realism and challenge do you want? Or should we leave it for hardcore guys who play Orbiter? Any feedback is appreciated. Thanks!
  5. Hello. I wonder how do you people handle electricity before solar panels or nuclear generators are discovered. I've tried a munar mission and it was near disaster because my electicity ran out when I was about to land on surface. And I didn't do any transmission to Krbin, it instantly would have run my battaries dry. Meanwhile I read about lads spamming science over radio in tremedous amounts. How?!
  6. Actually, I'am against this proposal. IMO it will induce too much micromanagement.
  7. It looks like too much wing surface for such fast aircraft.
  8. Hate: Large ships lagging. The only thing that limits my imagination. Love: Everything else.
  9. Oh dear! You've ruined my scientific theory!
  10. Apparently I've missed that
  11. Well, Orks wre genetically engineered by the Old Ones to fight C'tans and Necrons. Maybe it was opensource and somebody made a fork
  12. As we know, orcoids form symbiotic ecosystem where many related races (namely, squigs, snotlings , gretchins and orks). Kerbals fit there perfectly as mekboys. And their attitude towards courage and stupidity fits orkish ways of life too
  13. An idea striked me this morning! I propose new theory of Kerbals physiology.: they are orkoids from Wahrammer 40.000 universe: 1. They are green, just like Orks! 2. They love big things and loud explosions, just like Orks! 3. They can survie without oxygen or food, relying, possiblty, on photosynthesis, just like Orks! 4. There are no female Kerbals, and Orks do not have females too, because they repoduce with spores! 5. Kerbals like speed, just like Orks. 6. Kerbals travel through the unverse in most insane mechanic creations that tend to fall apart and explode. Orks do that too! The only weak side of my theory: there is no dakka-dakka in KSP
  14. I suppose that if stupidity is too high integer overflow will make Kerbal a smart guy!
  15. Every time I try to solve some tricky problem in KSP it comes to me when I dream
  16. I'll give it a try, thanks for information
  17. Looks quite outdated. But I've looked through KAS files and found that it has separate modules for "grab" and "attach" operations. I assume these modules could be reused for my goals. Perhaps I'll test it tomorrow.
  18. I've used KSP as testbed for training my project management skills
  19. Hello, everyone! I've just had my rover turned over when it fell into one of Mun craters. Fortunately rover suffered only minor damage: some auxillary and/or backed up parts fell off but everything critical is intact, so I can continue my journey. But I thought that it whould be nice if Kerbals could take some spare parts with them and attach them to vehicles "in field". Seeing KAS mod I assume that it is technically possible - KAS allows to attach ports to ships in "run-time", so there should not be any problem to attach, say, RCS ports, small fuel tank or spotlight. What do you think about this idea? Maybe even KAS might be repurposed for this.
  20. I disagree with you. Well, Apoll CM had 6 cubic meters of habitable volume for three astronauts, while Mir had 90 cubic meters for six cosmonauts. So, Apollo had 2 cubic meters per person while Mir - 15. That's a big difference IMO.
  21. I'am strong propnent of automatic spacecraft and send Kerbals only a lot of automated stuff is already on place. I also use only one trusted spaceship design for crewed launches and transfers, so all my innovations do not threaten Kerba lives much.
  22. Hello. I'm trying to attach detachable connection port to my ship in EVA. I press "H", then click on surface of ship. Then port is attached but it is significantly displaced from point of click. In fact it appears to be hovering 2-3 meters in front of ship with no visible connection to it. Can it be fixed without any destructive changes to savegame?
  23. I've placed my refuel station on Minimus orbit. It is being refueled by minig kethane on Minimus surface. Such placement of station gives +1 km/s of delta-v for any interplanetary mission I launch from Kerbin.
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