Jump to content

JimmyAgent007

Members
  • Posts

    415
  • Joined

  • Last visited

Everything posted by JimmyAgent007

  1. What if the probe could collect the sample but it only returns the transmission level of science. So you need manned to get the rest of it. Even if you return the sample. So the probe would transmit the science at 100% of the transmission amount.
  2. So what? Let people play how they want, if they are going to abuse a self made tech tree then whats to stop them from editing the persistence file and giving themselves whatever science they need to unlock the tech tree no matter how its set up. Give the players the freedom and leave them too it rather than telling people how to have fun the right way.
  3. I think they should have the default tech tree more or less like it is now, focused on the new players and adjusted for new parts when they come out. BUT When you start a new game, before you begin, give an option for a menu to drag and drop parts around to how you want them. Set your own nodes, Science needed, what nodes are connected to what. So the new players can just dive in, but since everyone who's an experienced player can make it just the way they want. Rather than have 4 separate trees that not everyone will agree with anyways.
  4. I would think counterweights are the real life solution, or other parts that do other things that balance out in the end. I would think in KSP that you could just add the mass to the command pod, but some ships have several so it might not work even then. Adding it to the parent part seems like the only workable solution for now with how things are currently done. Not perfect but at least then things would have mass.
  5. Doesnt the engine always calculate the centre of mass after each stage or docking... or crashing and breaking off fuel tanks? I agree it shouldnt be abstract anyways but assuming adding it to the parent part isnt an option i figure it to be a plan B
  6. Perhaps then adding the mass to the overall centre of mass of the ship. The centre of mass starting at 0 mass but adding each time you add something that is normally without mass. Treating it as a single object for the purposes of processing. Just a quick recalculation each time the part count changes either from stage separation or docking. Then, like with most things in KSP, let the players control themselves with regards to abusing the rules.
  7. Just a quick idea on the subject of ladders and other parts that dont have mass. The reason as i understand it is that if they did then we would get some lopsided flights because you might only have a ladder on a single side of the ship. So my idea is that the parts have mass but they are added to the part they connect with rather than the part in question. For example, the command pod of choice has a mass of x, then the ladder has the mass of y. You attach the ladder to the pod, so then the pod has the mass of x+y. So you can have a realistic mass of your rocket without making the flight wobbly by having some mass off to the side. Unless im totally missing something.
  8. Well, that escalated quickly. But I agree that it can be considered cheating. But i also play vanilla.
  9. Well a few times ive lost solar panels while landing or on rovers and then run out of power. Its not a common issue i realize but a neat little something that might give life to a lost mission otherwise. Also if you follow up on an un-powered probe with a mission or rover you can get it working again. Plus sometimes you run out of power before you remember to deploy your solar panels. it happens often enough to me lol
  10. Not sure if this is the right forum for it or not but as always the mods will move it if they need too. I was wishing i could play KSP at work but since i cant install anything i figured a flash 2d version would be neat and i found this http://www.yepi.com/en/into-space-2.html and its rather good. Just thought some people would like to give it a try.
  11. My idea is for manned missions where you run out of power because of lost or forgotten solar panels you can go EVA with a Hand Held Solar Panel and hang onto the door or float nearby and slowly charge the ship. Either directly with an imaginary tether or each suit would have a battery that you return like a science experiment.
  12. I always figured contracts and budget should be in the same update. I am glad they are adding it in. As much as I want it now, I am happy with it being better later.
  13. You see the curiosity rover and wonder what mods they were using. Look at the moon and wonder when they updated the muns appearance. You correct other people who pronounce it Moon instead of Mun. (I dont mean other KSP players)
  14. wasnt .24 supposed to be the scope complete career? wouldnt they need money for that? maybe things have changed. Anyone got a quote from a dev about this?
  15. The way i see it... 1. Not if we dont want too. 2. Maybe yes to all three points. 3. No idea but maybe if you arnt doing well? 4. Nope. They stated somewhere that you can totally ignore contracts if you wanted.
  16. Lunar Lander was kinda like this, I think the phrase "Acceptable Risk" was tossed about a bit. Just have some emergency seals that go if you loose pressure. That being said, depending on what hits you, you could have the armor plating of an M1A2 Tank and it would still tear through your ship. Maybe existing parts can "Eject Casing" once you have left atmo, so you dont have drag while launching but less mass for transfers.
  17. Ah right, parts. Dang. I still think stickyboots should be a thing.
  18. Is it possible to plant a flag at all? I havent been able to while buzzing around on jetpack. But what about landing one on say minimus or the mun and planting one using the moons gravity so you can walk. Then launch it back into orbit. Has anyone tried this? Or have a better idea? Would be nice if the devs let us invent stickyboots for zero-g walking. Kerbals have duct tape right?
  19. As someone who doesnt do any math beyond "That looks like it should be enough." before my flights i dont really mind that its not there, but i wouldnt mind having the option just so i can tweak things a bit. Or at least learn how inefficient my designs are.
  20. 1 for myself, then told two of my friends to buy it themselves. and they did.
  21. What I think would work for everyone is letting players click and drag tech into nodes, make new ones, set values, whenever you start a new game. That way you get the tree you want, default is the tutorial setup, and no need to find a mod that only 'almost' fits your idea.
  22. companies dont advert in space because the foot traffic is ridiculously low. plus it would be cheaper to photoshop it into the pics that get sent back. unless you go the dilbert route and have a giant flying banner the size of New Zealand in orbit.
  23. the thing im still learning is how to return from the surface from another planet. not a moon. that being said i havent tried a whole lot. but when the new .24 comes out im going to stop deleting my saves and keep at it until ive done everything.
  24. attach to planet, no longer on rails, push it into a sun. heh
×
×
  • Create New...