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MGyver

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    Bottle Rocketeer
  1. Yes, toggle would be great for setting up back-up batteries. Access through VAB would be important for setting this up. Would toggle affect charging? For colors I suggest: Green: >50% power Yellow: >25% power Red: >5% power Off: 0% power
  2. Yeah I like the idea of open-ended exploration for the Advancement Of Science and I think that it should be the core of the game. I'm talking about something separate: taking on occasional private contracts in order to fund the Advancement of Science missions.
  3. Yeah I noticed that while playing after I started this thread. Some are really pricey, too (ion engines)!!
  4. I like it. The current system of 'delivering' science data just doesn't make sense....
  5. I'm not sure how much of this that the devs have already decided on, but here's what I'd like to see for some of the career mode missions: Missions come with a fixed budget, ie: $6,000,000 from a private Kerbin company to design & launch a probe that orbits [this] and measures [that]. The more cost effective you are, the more you profit, ie: spent $5,000,000 on that successful probe launch? Profit $1,000,000!! $ can be used in conjunction with science points to buy new parts, hire legendary crew members, or to build ships for special missions Missons increase in difficulty and payoff by using a 'behind-the-scenes' leveling system. More successful missions means bigger contract offers. Thoughts?
  6. Just noticed that it's nighttime when I look at the menu map of the base, but it's daylight outside of the construction hanger. Are there plans for this already?
  7. Some guidance on what science experiments are possible would be useful as well
  8. I agree with NathanKell: tech should restrict operations to low-altitude operations for the first little while with some basic aero parts, atmospheric engines, basic probes, and ballistic rocketry. I'm not so certain that L0 on the tree should include airplane parts per se, but they should be within easy reach with a bit of research. I don't think that uncontrollable probes are necessary if instead you stick with uncontrollable engines as the simple tech. Here's what I would suggest: L0 (default) - Wild Experimentation Stayputnik MiniBooster Thermometer AV-T1 Winglet Communicatron Modular Girder Segment L1 - Low-Atmosphere & Science [basic aircraft parts & manned flight capability] [Mystery Goo, Comms DTS-1, & batteries] [small-medium solid booster engines] L2 - Achieving Low-Orbit [small liquid engines & fuel tanks] [aero control parts] [sC-9001 Science Jr, solar, more batteries] L3 - Low-Orbit Advancements L4 - Mun Landing L5 - Long-range Missions L6, etc... more crazy Kerbalisms
  9. Adding the version for 0.20 makes my action groups containing solar panels trigger when separating stages.... very weird and annoying bug that annihilates any extending solar devices on liftoff
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