

CaptainCrunch
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Rocketeer
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[Plugin - WIP] Contracts Window + [v0.4] 8/15/14
CaptainCrunch replied to DMagic's topic in KSP1 Mod Development
Sorting feature request: Sort by planet body. So lump all Kerbin missions together, Mun missions etc. Great mod thanks! -
[24.2] Karbonite Ongoing Dev and Discussion
CaptainCrunch replied to RoverDude's topic in KSP1 Mod Development
Love you texture mockups SpeedyB. I definitely prefer cleaner and sharper colors to the defaults. -
Looks great! Pro work Daishi.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
CaptainCrunch replied to TaranisElsu's topic in KSP1 Mod Releases
It would make more sense for TAC to measure in kg/liters or something from the real world, seems like it would play better with other mods as well. Maybe this is already planned somewhere and I missed it. -
Chaka Monkey - Closed Development Thread
CaptainCrunch replied to YANFRET's topic in KSP1 Mod Development
YANFRET! Just want you to know that I have an entirely separate copy of KSP dedicated to just your mods. Love the work you're doing. -
Pardon my ignorance but which program/programs are used to design and texture these models?
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
CaptainCrunch replied to TaranisElsu's topic in KSP1 Mod Releases
Glad you're still alive! Just started up KSP after taking a year off. WOW things have changed. Loving your Life Support mod and I look forward to any future developments. Here, have some coffee and a donut. -
Is asparagus the best staging system? (might contain science)
CaptainCrunch replied to Pbhead's topic in KSP1 Discussion
Hands down my favorite lifters. When I'm goofing off I just slap something together. When I'm working on bigger projects that need an efficient lifter for my payload; I always fall back to these bad boys. -
Maybe another way to do this would be if Squad implemented the ability to save a flight path. For example say I launch a space station to a 100km circular orbit and the game then gives me the option at the end of the flight to save when I burned and in what direction. I could come back with a second rocket and load that queue of maneuver nodes and burn at the appropriate times. I suppose the only flaw with this is once you start bringing in different craft sizes with different Delta-v, but maybe that could be adjusted. This way you still have to figure out how to reach a point in space but you don't have to completely throw away your nav data and start from scratch every time. Either way I love this game and I'm confident Squad will keep moving in the awesome direction they have been.
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I do like how Squad made the maneuver nodes more organic than just typing numbers into a text box and I'm pretty sure they will tweak it so it can display orbit changes in real-time without the annoying mouse-over as well as displaying target inclination changes etc. However it still feels like an extremely manual way to plot burns. One interesting way to implement a maneuver planner in career mode would be to bury it way down in the tech tree as an advanced navigation computer. So for example maybe for the first half of the tech tree a player would have to figure out how to plot an inclination of 90 degrees by dragging the nodes around. Then when the "next-gen" navigation computer is researched they can input a request (i.e. input a value and click a button) for it to calculate the direction and time of a burn resulting in a 90 degree inclination.