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Everything posted by KNSA Scientist
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Real Effects - An FX mod for Realism Overhaul[DEV]
KNSA Scientist replied to a topic in KSP1 Mod Development
Awesome! I haven't tried this yet, but it sounds amazing! -
Beginners Gilly probe
KNSA Scientist replied to Xannari Ferrows's topic in KSP1 The Spacecraft Exchange
That's adorable. I wish I could just cuddle up with it and... Cool. If you aren't afraid to part clip, you could fit a science junior and mystery goo inside of the capsule (sneaky, right?) I'll have to try it out. -
Expanding the Kerbal
KNSA Scientist replied to spaceman1999's topic in KSP1 Suggestions & Development Discussion
I think that the more scientific guys will reap in the science, but the brave daring stereotypical astronauts would give more reputation. It's just like how they picked the Mercury 7 astronauts -
The Cost of Struts
KNSA Scientist replied to aman608's topic in KSP1 Suggestions & Development Discussion
If you are using more than 65 struts to get to the LKO/Mun, then you need to design your rocket better. Struts should be expensive, so that people build more sensible rockets. And I don't mean sensible as in real life rockets, I mean instead of making a pancake rocket with much more fuel than is needed you make a smaller rocket with less boosters . But that is just my opinion, so you are free to disagree. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
KNSA Scientist replied to pingopete's topic in KSP1 Mod Development
This is amazing and I want it right now, but I understand that there are bugs. You get rep though -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
KNSA Scientist replied to nli2work's topic in KSP1 Mod Development
Somebody should put this on a robot and make world domination a thing at the KSC -
[1.3] Smartstage, intelligent VAB reset button 2.9.7
KNSA Scientist replied to xytovl's topic in KSP1 Mod Releases
If you had a lander that had 4 engines on the side, those engines would fire with your algorithm because they have nothing connected at the bottom. You may need to change it, but I have zero knowlege of coding. -
Have you guys ever thought of removing the monopropellant from the crew capsule? It would reduce the weight by a little I imagine...
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I would love to join the Blue Team if that is alright.
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Second Lab part
KNSA Scientist replied to Geo793's topic in KSP1 Suggestions & Development Discussion
I think that would be nice, and that it could only refresh experiments once as a consequence for being smaller. -
Transparent windows?
KNSA Scientist replied to Mitchz95's topic in KSP1 Suggestions & Development Discussion
This would be a cool feature, but you should be able to turn it off. -
Kerbal Warfare Challange
KNSA Scientist replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
Yeah, I do agree with you about the large b9 wings, they are a whole lot more stable. But the issue with large wings is that in FAR you get aerodynamic failures, so I had to think smaller. Which is also why I had the engines on the back, because the lifting body can keep it flying for as long as the fuel can take you. But thanks for the suggestions, I will keep them in mind. -
SpaceX to reveal their manned DragonV2 capsule tonight
KNSA Scientist replied to Streetwind's topic in Science & Spaceflight
Nope, they have to go outside. -
Kerbal Warfare Challange
KNSA Scientist replied to Urist Dwarvenhammer's topic in KSP1 Challenges & Mission ideas
Uh, I will be posting my design soon. I just need to, you know, make it stop falling apart. But other then that, I will be editing this post to show what I have later. Edit: Here it is! This is the heavy bomber which is called the Daisy, she's a good one. Not the best handling, but she can roll well. Armed with anti-air guns on top, this thing won't die without a fight. She can hold 3 tall boy bombs, and 2 air burst bombs with a 2000lb bomb. Pretty picture heavy, so yeah. Oh and it works best at high altitudes. -
I think we will have magical pony rhinos flapping in the wind! OT: We should at least have 64 bit.
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3.75m Habitat
KNSA Scientist replied to NERVAfan's topic in KSP1 Suggestions & Development Discussion
We would also need a complete revamp of the 3.75 meter parts, and by that I mean rescaled parts for 3.75 meter rockets. -
Really Really Really Tall Building
KNSA Scientist replied to The Jedi Master's topic in Forum Games!
Floor 722: There is a dead kerbal in the corner, you shiver and move along. -
What are disadvantages of nuclear fusion?
KNSA Scientist replied to KerbMav's topic in Science & Spaceflight
And who is going to work at that power plant? And what about the fact that the Sahara isn't flat? What about the fact that it isn't practical to build a gigantic solar array that can power the whole world if it is crazily expensive, unreliable, and inefficient? We would be better off making a gigantic nuclear plant, which could be a lot smaller and more reliable. (Also, I mean weather and night-time when I say reliable.) -
Make a wish... and have it horribly corrupted!
KNSA Scientist replied to vexx32's topic in Forum Games!
Granted, but they are all ghosts and therefore you cannot see them. I want realistic aerodynamics. -
High Part Count Ships
KNSA Scientist replied to KNSA Scientist's topic in KSP1 Suggestions & Development Discussion
Which ramps up the part count, doesn't it? That's what I am talking about. Instead of using all those parts that the game has to calculate, you could just weld them together into perhaps two different parts. You can see how that would make lag less bad, right? -
High Part Count Ships
KNSA Scientist replied to KNSA Scientist's topic in KSP1 Suggestions & Development Discussion
I like that idea even better, as a manual option instead of forcing you to do it. -
I think everybody but the absolute beginners will know how laggy ships can get, especially when they have lots of high mass parts which can bog your computer down. When massive ships are involved, it can get real bad with the docked ships wobbling around and flexing which just adds extra stress to your computer. After the wobble it just breaks into "Moar struts!" But that can lag even worse. Anyways, to the main point. What if we welded certain high mass modules that are docked together, like the welding mod allows you to do? This wouldn't help for the massive in one launch ships, but if you aren't Whackjob you most likely wouldn't do that. Anyways, you can discuss about how you think it could/should be applied. Or if you disagree massively.
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Make vessel filter persistent please
KNSA Scientist replied to daniu's topic in KSP1 Suggestions & Development Discussion
Yes please, I like seeing my debris and I am too lazy to click on the button every time. -
More Kerbol biomes
KNSA Scientist replied to Wadusher0's topic in KSP1 Suggestions & Development Discussion
The issue with more biomes is that means more science, and you can already max out the tech tree in the Kerbin system anyways. There would be absolutely no point in going anywhere else if not for roleplay reasons. What we really need is a science overhaul, something that can take the grind out of science. But that's just what I think -
I meant in one big update