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JimmyAgent007

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Everything posted by JimmyAgent007

  1. Fair enough, I can understand that. I was speaking more from a realism perspective, but that's not always fun. Glad that it is settled either way. Thanks for the reply!
  2. Maybe a Survey Report then. Something only probes can do.
  3. I like how they fixed things, but you can reset the experiment as many times as you want if you dont transmit, that to me seems odd. Personally I would like the notice to show the science info but say "Run Experiment" instead of "Keep Data" and make it impossible to reset. That way we can still check to see if its worth it, but only able to run it once for the reasons already stated in this thread. Because right now, its the act of transmitting not running the experiment that makes it non-operable. That just seems odd.
  4. Ever since my first save game got broken with most of my missions ending up under ground ive been starting a new save with each version, now with science im doing it again. I think after .23 tho i will stop and hopefully be able to keep my saves for good.
  5. Indeed. I can understand the desire to debate things, but lots of people take it way too personally and should just calm down. Its ok to not know something. With the kinds of things talked about here there are people at NASA who have no idea. This game is for fun and doesnt use real physics. However I dont want to rant so i will just ask that people on here be a bit more polite to those who might not know some things.
  6. I did the tri-port method, before we had the quad, and it seemed to work rather well, when one docked where it was supposed too the others did as well. I was then able to push the whole station that had 4 large fuel tanks tri docked to the center station, from kerbin to the mun. It bent back while it was going on but made it there intact, 4 ports would be better, but any large construction with that kind of docking would have a lot of parts. so count up the total parts and if thats lower than what your computer can handle then use the quad or tri dock. but if you are docking a bunch of separate quads at once then you will prolly run into the same issues but havent tried that bit just yet. i can confirm that all the ports did indeed dock, none were left just looking like they did
  7. Joined sometime shortly after the second demo was released (.17 i believe), think i saw an article in PC Gamer. Downloaded the demo, was only really 5 minutes into it when i launched my first rocket and frantically modified it each time to fix things i was doing wrong. I loved the learning process! bout 15 minutes in i decided to buy it but it took a bit longer before i could bring myself to stop playing long enough to buy and download the full version. During this time i was also making some friends aware of the game they now HAD to buy. How long have others lasted with the demo before having to buy?
  8. Id say a simulator can work. You select the rocket design you want to test and the body you want to test it on, or simply deep space. However, you can only simulate qualities you have sampled. For example you cant have Duna gravity until you have sent a probe to measure its gravity before hand.
  9. Ive looked up at the moon and thought to myself "When did the mun change?"
  10. id prefer an auto throttle that maintains your speed, so if you are landing at 2m/s it stays at that speed until you touchdown.
  11. I agree, crew stuff can go either way so its fine as is, but data should always be 100% unless you are around Duna or something and then it becomes a distance issue with the signal power. Then maybe require a com sat network to maintain the 100% data transmission rate.
  12. it would seem that you posted as i was posting almost the same thing... lets let the mods decide what one to keep then..
  13. I know some people have talked about a spreadsheet of their science experiments and I plan on making my own. However it would be nice to have everyone chip in with input. Does anyone know if there is a file in KSP that lists what experiments you have done? The game needs to track it somehow right? What I think we need is the list of all the current biomes and the experiments you can do there. Also how much science each experiment is worth the first time, and assuming you recover it. For example i learned that KSC and the launchpad are separate biomes for soil samples and such. What have other people discovered? Hopefully we find something others have missed.
  14. I was thinking T-1000 wheels that would alter according to terrain. Spikes for going up hills, wide to avoid flipping, that kinda stuff.
  15. I think Mono should be in control as well but id also like to see the most often used parts float to the top of the list.
  16. I was thinking of something similar. The idea was that instead of actual other players in your game you have a friends list and when they accomplish something it shows up in your paper. ie. "Competing space agency finally lands on the Mun, meeting Jeb whos been there alone for a year." Not really the M-Word but a way to compete with friends.
  17. for the first long while all my ships had "Death Trap" in them. It was tough work getting kerbals to fly in them back in those days.
  18. Id like to see parts organized according to use. Each category is separate but if i always use stuff on the second page then it just puts it at the top to make things faster.
  19. What about tourism? In the carrier mode we need money right? Well what if wealthy Kerbals paid big money to go to the Mun and such. Depending on what they want and what we show them we make more or less money. Bonus cash if they are the first Kerbal tourist to see it.
  20. I love now that the science bits actually have a use and gives us a reason to do a lot of things. Also i saw somewhere that processing will be improved so bigger ships will be nice. Has there been any word on any changes to docking? It would be nice to rotate after docking and if you are docking at a few different points but some havent docked after others have that you can force a docking rather than undocking totally and trying to get all 3 docked at once.
  21. Some of the docking rigs ive made are rather stable, but still there is a lot of wobble. Id like something that eliminates wobble and makes it easier on the math. If you have a big ship there is enough of that going on and the less objects making lag the better.
  22. Id like to be able to add a part like a separator to the docking ports. However its job would be to melt the two of them together. This would make a much stronger connection when making things we have no intention of undocking. It would also avoid the debate on making docking ports stronger. So when you dock you just activate the part and it makes the weld and you are left with a single piece rather than two ports that you need to keep doing the math for to see if it breaks. Now, they can be detached via an EVA kerbal in case you do mess up with the weld and the weld part itself can be repaired afterwards with the EVA kerbal like wheels and such can be fixed. Currently if you want strong docks you need to dock with a bunch of ports at once and that increases the part count and the stress calculations. This idea make sense to anyone else? Anything to add?
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