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CreepyD

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Everything posted by CreepyD

  1. I was scanning the Mun using the Kethane mod and this lovely idea occurred to me. At present you have 'areas' dotted all over the moon which are all separate places to do science, like all the big craters. I found this small one called Twin Craters that I never expected to be an area even. So what if there was a scanner (or scanners) to scan for these areas, and have them show up on an overlay, just like in the Kethane mod. That's pretty much how things are done in real life, with the scanning first to see where areas of interest are, which will be followed by an actual mission to grab the science. I really look forward to having something like this rolled out to all planets and moons, and even a variety of resources maybe
  2. Yes Please, I came on the forum looking to see if anyone had something like this, but I guess not. It's really needed as you start to exhaust local science opportunities.
  3. I did my first Minmus science quite early on, the Mun has caused me much more trouble since you need over 500m/s escape velocity compared to like 100m/s for Minmus, 3 times I ran out of fuel before the 4th attempt made it back (once I had fuel lines to assist taking off).
  4. Definitely seems to be that. In that case it would be nice if there was a log showing which science instruments you had used where and how many times. I think it's a good system and makes you have to work / go further as you progress up the tech tree
  5. Great to see a thread like this, big developers should take note of what Squad and other small teams these days are doing. It's rare to see a game that is a first of it's kind like KSP, really pushing boundaries, and done with such polish. Keep up the good work!
  6. I think a better fix would be for the team to find some way of allowing the ion drive to be thrusting and still allow normal time acceleration. Ion drives would need to be a different system to normal drives the way I see it, and the acceleration be worked out in a more 'bulk' fashion in order to work game-wise with time acceleration pushed up in the x1000's.
  7. For me the art of docking I have found comes a lot in ship balance and where you place the thrusters so it translates without turning and stuff like that. I've pulled my hair out a few times trying to dock unbalanced ships. But yeah, knocking out a pretty complex ship in 10 mins or so is pretty satisfying. I remember struggling to make orbit, having to constantly adjust things.. Now orbit is easy and I'm striving for more.
  8. Hm somehow I just managed it. I tried getting it into position and reloading each time, this time when it loaded they instantly docked! I also tried changing the persistence file to state=docked (dockee) and state=docked (docker) for those two parts, but that didn't seem to work. Maybe I had to change it in the autosave file also? Funny, even with all those air intakes, it's still not enough to stop it running out, although fuel production is much faster (using parts from the HOME mod).
  9. Very frustrated at the moment since I was REALLY pleased at getting two landers to land next to each other for the first time (only 4km away) They are slightly different, but have exactly the same bases and wheels. One makes fiel and one will provide lots of intake air for it. This shows the two landers: http://steamcommunity.com/sharedfiles/filedetails/?id=157932970 This one is more zoomed in to show the docking ports joined (or not): http://steamcommunity.com/sharedfiles/filedetails/?id=157933016 I've tried for over an hour to get them to join. I've had them perfectly aligned a few times - the two vehicles want to move together but wont complete the join. Maybe one is VERY slightly heavier, but I've tried using the booster on slightly to raise the port so it is steady and level, still no luck. Much ramming, forwards / backwards, aaargh! I found a lazor mod to assist docking, but that's no good because I need to attach a piece, which can't be done since the crafts are already on Duna. I use the Quantum Strut mod which really helps keeping docked vehicles together too, but since they aren't docking, the struts aren't firing at the adjacent vehicle to connect it. Can this be rescued or can these two vehicles never be joined? Thanks
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