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madnessinmysoul

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Everything posted by madnessinmysoul

  1. I like your basic idea, making it a lot easier than my more complex one. Though maybe simply 'quality' is a bit too simple. Maybe some parts would be 'quality' and other parts would have a slider with basic variants. Like 'high durability' or 'fragile' or 'high strength/low weight'. Light doesn't always have to mean expensive, it can also mean kind of crappy.
  2. I've made suggestions before, but here are some things I think we really need. Info boxes. Whether it's in the VAB/SPH while we're building so that we get information about weight and size for the vessel or information logging for flights that we can access to learn from our mistakes, we need more access to raw info. I often toss MechJeb onto projects I'm doing even if I have no intention of using any of its autopilot functions just for this. Part tweaking I know we're getting more of this with each update, but I have some suggestions on things I'd like to be able to tweak: Materials. This will be a lot more important in later releases when the tycoon style play becomes a factor. If I'm making a plane and I put a wing on, I should be able to choose what material it's made of. The materials would impact the weight, cost, heat tolerance, and durability of a part. Hell, for some parts we should be able to tweak the materials for individuals components of parts. Part customization. With some parts it would be great to have more flexibility in changing features without having to use an entirely new part. Having some method to customize things like the number of seats put in a pod, additional resource tanks, heat tiling, and much more would allow us to keep a somewhat more uniform aesthetic with more flexible usage. You could even make it so that there are additions you have to research. Like an internal science unit that takes up the space of 1 seat. It would also be great it we could use this feature to put landing gear as something that folds into another part. Tools This would be great for diversifying the science experience. If you want Jeb to take a surface sample, there should be a prerequisite tool you have to have him bring. You could also toss in a golf club and ball for observations of gravity. I'm sure your crazy awesome minds will come up with more individual tools to allow Kerbals to make a wider array of observations for science.
  3. Obviously that would be a problem in the current state of the game, but once rocket cost factors in to a decision, people won't do it. Right now we're working with only science as a finite resource, but in the future we'll have money as well as individual Kerbals gaining usefulness over time.
  4. While trying my best with career mode and often failing, I've had a weird idea: science from explosions. What I mean is science bonuses from failed flights. We learn best from mistakes and I'm sure Kerbals pay close attention to explosions, so shouldn't a rocket which tumbles out of control and explodes give us something more than frustration? It would also stop people (like myself) from spamming 'revert' because we'd have to weigh whether or not the life of the Kerbal (and eventually the cost of the rocket) was worth the science gained from the explosion. Another idea somewhat related was individual parts unlocking as a bonus for certain things. I don't know exactly how you'd implement it, but having individual parts unlock on their own when you either accomplished some sort of feat or had a very specific failure would be a great way to vary the career mode experience. If anyone else has ideas along these lines I'd love to hear them and hope this helps.
  5. For all those asking for the ETA, this is a giant mod that seems to be getting a giant addition (and seriously, I wish I knew what future additions bac9 was dreaming up), so be patient. Quality takes time, and you've all seen the incredible quality we've gotten so far.
  6. Bac, I'm sure you're incredibly busy and probably in the process of working on the 0.23 release of this, but is there anything you'd like to tease for future additions to this pack?
  7. I don't have this problem, but could it be that you're using the auto settings for gravity turns? I'd recommend fiddling around with those settings to see if that's it.
  8. Bac, I fall in love again with every update but I have one simple request: DECOUPLERS! At least for S2 (reg and wide), Mk2, and HL. Oh, and much love for the aerodynamic junction. Keep up the great work on both this and the stuff for Squad.
  9. Request for the next release:more parts that work well with or are 1.25m sized. Love the pack, I never build a spaceplane without it.
  10. My apologies, I must have missed that in the faq. Any clues on further developments you are considering? Maybe more small parts?
  11. A simple request. Would you be able to make a part with side-facing 2.5m attachment nodes? Also, is there a possibility of fuel tanks in an upcoming release?
  12. Are you going to be adding more adapters? It would be great to see more possibilities without having to stack different adapters.
  13. What astropapi1 said applies. And I actually did crunch the numbers using my very rudimentary skills before adding 'and moons' to that suggestion. I wouldn't mind being able to shift orbits on bigger bodies if you're insane enough to put the necessary resources into it though....I'd enjoy shifting Eeloo's orbit just enough to have it slingshot off of Jool's.
  14. 1: With the advent of both the procedural craters and the wing/fairing mods, I was wondering if you'd considered making procedural fuel tanks. That way we players won't have to fiddle around with stacking various different length fuel tanks. It would also reduce part count significantly. You'd also get rid of incredibly wobbly rockets. You could also make them tweakable, having a system where you right-click the part in the VAB/SPH and can select from a list of options. For example, a 1.25 meter tank could have options for type of fuel, then it would bring up the maximum capacity and you could determine how much of that you want to fill. 2: Single command execution. I had an idea recently to create a multi-planet orbiter that would release 2 satellites in different polar orbits at each stop, but I found executing it insanely complex due to the limitations of staging commands. I was thinking that you could have it so that parts with a probe module would be able to execute a single command upon decoupling as long as they had adequate resources. Something like a single maneuver node for each part. 3: EVA tethers. I know that sort of idea is blasphemy for a Kerbal, but the possibility of a tether (which you can then cut) would make it a lot harder to accidentally send your Kerbal on a reentry trajectory. 4: IVA joystick. It would be great to have an in-cockpit joystick that could either correspond to an external joystick or be manipulated through the mouse. 5: More scientific equipment functionality. Knowing heat is kind of pointless at the moment, considering I've had Jeb ride what's essentially a chair with a parachute through a Eve reentry. I'd love to be able to have instruments that give you terrain info, snap photos (making probes far more interesting), get resource information for bodies, and whatever else others can dream up. 6: The ability to secure items to surface. I don't want to worry about a Munbase flying away because of a collision. 7: When asteroids are added, make them movable. Obviously it will have to be a major feat to move them, but being able to move some orbital bodies around has a lot of potential. 8: Duct tape. 9: Paint. Who doesn't want to be able to change the colors of their ships and planes? 10: Testing facility. As amazingly fun as it is to test out a new spaceplane by seeing whether or not it would crash, I'd love to be able to put it through a wind tunnel. 11: Motorized part movement. It's somewhat possible with mods at the moment, but it's a bit difficult to create variable swept wing aircraft. 12: More symmetry modes and ability to switch between VAB/SPH symmetry Edit: 13: Part embedding and intersection. Mounting landing gear on a fuselage and having them fold up into the body through an 'embed' option. Adding a 'cut into' or 'intersect' mode is added along with symmetry so that you intersect, removing clipping problems without debug. You'd even get some great failures from people who accidentally intersected an engine poorly. 14: For career: promotions. Generating public interest in projects could add a nice dimension and impetus for people to try new and insane things. Obviously, being KSP, there has to be some sort of bonus directly related to how dangerous a mission is. 15: Flag/logo creator. It's pretty easy to do outside the game itself, but it would be nice to have it in-game, maybe even with the ability to see how it looks on a flag, spacesuit, rocket/plane, etc. 16: More in-game clocks. The ability to add a custom clocks/timers/stopwatches would be really useful. 17: Compiled stat tracking. Just having a place where you can see the stats from all of the flights you've run. 18: Gyro-isolated parts. Imagine being able to rotate your ship for starboard docking, but keep your command pod facing towards the craft you're docking with. 19: Sort of related to 18, axles, movement sockets, etc. 20: Not sure if it's been suggested elsewhere but: Extreme weather. I'd love there to be occasional hurricanes and massive thunderstorms. I'd love to see a planetary dust storm on Duna. Hell, throw in solar flares too. 21: Olympus Mons. Tallest mountain in our solar system should have some representation on Duna. More famous geography having mirrors in the game would create some great locations to visit. 22: Fires/heat failures. Have some overheated parts simply catch fire or simply fail/shutdown. You could throw in extinguishers or require fuel/oxy cutoffs to deal with fires. It would also be fun to see fires around crashes once vegetation is added to Kerbin properly. 23: Hamster ball for Kerbals. Kind of self-explanatory, just something I'd find amusing. 24: Landscaping. Not just basic stuff like beautifying your KSC with statues, shrubberies, etc but actual terrain shaping, possibly even on other bodies. No terraforming, just simple 'flatten out this bit of Mun to act as a landing pad' or 'make this part of Eve flatter to create a runway' or even 'turn this hilly area into a giant launch ramp for Jeb'. 25: Assisted launch. Like on an aircraft carrier. Maybe even make an electrically powered rail system for space stations to give small boosts to refueled ships/escape pods. 26: Probably been suggested to death, impact deformation. We want to make craters of our own, we want to see a plane actually stick into the dirt. Though I'm thoroughly amused by bouncing debris, I'd love to see it have an effect.
  15. Are you going to do any multi-adapter parts? Like a 3.75 -> 3 x 1.25 plate for engines. I must say, this is tied with B9 for my favorite mod, keep up the incredible work.
  16. I'm having a bit of a problem using this amazing mod. Is a glitch that it keeps spinning known to you guys? Is it because I didn't hotkey the buttons or maybe because I attached it between two Balka pieces instead of directly to the docking node?
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