Harguinxx
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Everything posted by Harguinxx
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An idea I had today... LOGIC MODULE!
Harguinxx replied to User Unrelated's topic in KSP1 Suggestions & Development Discussion
drag and drop simple computer would be awesome, imagine detach a fuel tank and it automatically deploys a parachute when there is enough atmosphere.... would be awesome!!! Thus, the 2km of loading area can be a problem, maybe a a computer shut down system could solve it if you say that all ships with a computer active must be loaded even if they aren't in the 2km range... use too many of them would be laggy, but I think that the idea is awesome. -
Fairing for atomic engine.
Harguinxx replied to Synapse's topic in KSP1 Suggestions & Development Discussion
there is a need of a lot of fairings in vanilla, and don't come saying that there is a plenty of mods around there, this is the suggestion part of the forum I'm not requesting add-on's... So yes, these fairings and a thousand more should exist in vanilla KSP. +1. -
Fusing parts to avoid wobble
Harguinxx replied to Ruinsage's topic in KSP1 Suggestions & Development Discussion
hmmm you give me an idea... what about a part called soldering ring, if you attached it between two parts they become rigid until enough force is applied, then they simply break, without wobbling... Also guessing why these is not the vanilla way to break things, I mean, I don't see real spacecrafts wobbling with no sense, or NASA filling things of struts trying to avoid this effect... wobbling mechanics in KSP have just no sense... -
I'm aware of that, but even at the core, with an explosion big enough???
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I really don't think that turn Jupiter into a fission bomb is so difficult, it depend on the concentration of hydrogen in the atmosphere, but if with a explosion big enough, the pressure wave should be enough to trigger a fusion reaction just at the side of the explosion, magnifying the effects of the first explosion and in consequence creating a chain reaction.
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Explosives (Hear Me Out)
Harguinxx replied to ZingidyZongxxx's topic in KSP1 Suggestions & Development Discussion
what about the creativity??? loom at minecraft and see how many bored people do awesome things with TNT blocks... I love this idea because it's justified in the real world, is usefull and allow people to do a lot of creative thongs with that feature. -
small and easy update.....Runwaylights
Harguinxx replied to maro's topic in KSP1 Suggestions & Development Discussion
+1. I love that idea, and it's so easy to add. -
Using Intake Air as a RSC alternative
Harguinxx replied to wafflemoder's topic in KSP1 Suggestions & Development Discussion
....all this time I thought that monoprpellent was just a compressed gas... I was wrong as I see, because if that was the case, the idea of recharge the RCS tanks while an intake is active won't be so silly... in fact, would be very logical. -
Making the KSC more lively
Harguinxx replied to Djsnowboy267's topic in KSP1 Suggestions & Development Discussion
I love the idea, the space centre looks ghostly right now. +1. -
Ok, this title is too long... This Idea is more for the forum moderators that for the devs, and what I say is to make a list of all the good suggested Ideas (or just use the existing one), and add to each idea a like button or something like that (A bar chart could be used, for example). because ok, the ides are suggested, but the only way to know how many people actually love the idea is to go to the thread and read about 6 pages of people discussing. These way devs can have an easy tool to see which ideas the community loves, and if the community desperately want to add a moustache to Jeb, the can totally ignore them and think that community members are idiots.
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You are attempting to use a game unrealistic feature for braking the physics in the game, creating a ridiculous and unrealistic way of propulsion?? why do't you use thrusters like in a real spacecraft? and what make you believe that the community will support you in creating a bug? Or maybe I totally misunderstood your intentions.
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Kerbal RCS strength
Harguinxx replied to innovine's topic in KSP1 Suggestions & Development Discussion
it seems to be a nice, useful and easy improvement. I like that, +1. -
If you are sure that the 90% of the physics calculations are between parts of the same vessel, even if is totally static, I agree with you. I think these have to be implanted with caution, because maybe ruins the realism of the collisions, but yes, on paper it seems a very good idea, you have my approval (if it means anything XD). +1
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I can not be more agree with that, but even high end processors struggle to have a high FPS's performance in large vessels, and that is unacceptable. Also the technology in processors is progressing in the proper synchronization of the cores and the energy efficiency of them, the frequency of processors haven't improved for years, and even if right now a new type of applicable semiconductor material is discovered the frequencies won't improve in the next years, so the problem that we have is the problem that we will have tomorrow, these game desperately needs multithreading technology no mater how hard it is, right now we are in alpha, but that will be unacceptable in an ended game.
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KSC - R&D Simulator
Harguinxx replied to Sochin's topic in KSP1 Suggestions & Development Discussion
yes and no, they actually tested a lot of stuff before going there, they tested all the components in vacuum and in microgravity, they known the gravity of the moon and they did a LOT of calculations, since calculate is boring and too hardcore for nearly everybody a simulator would make it easy and fun... It's KSP, not the reality. -
KSC - R&D Simulator
Harguinxx replied to Sochin's topic in KSP1 Suggestions & Development Discussion
if you mean in sandbox mode yes, I hope that you can not revert the mission so easily in career mode, even though, if I want to test my landing vehicle I don't want to perform the whole trip to Duna each time I want to test a change in my design, after the 10th time it's simply boring. -
Not sure if it's so easy, a dev would know better than us, but how do you will count an impact if the ship borders are don't loaded??? you need to load the borders of each part of the craft in order to interact with them. The game you mention probably takes a lots of parts in a single structure (easy when you are talking about a flat wall), and when the structure receive a force, then splice the structure in a thousand substructures and apply the force in the ones corresponding to the impact vector... If you do the same in these game and you simplify the ship as a cylinder (for example), when the vessel isn't actually an exact cylinder, you will not collide in some places you should collide, you will receive an impact when there is nothing, the docking will be a way more buggy than now, and you will lose the part of realism that make this game awesome. In conclusion, a dev would know better, buy I really don't see the way to apply your idea without making the interaction between ships a way less awesome, because I don't think that the system used in the game that you mention is applicable in KSP, nice idea though.
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Late game development
Harguinxx replied to Harguinxx's topic in KSP1 Suggestions & Development Discussion
The only point I can see to achievements is to share it with your friends, competing with them in that way, since there won't be a multiplayer. -
A telelescope would be interesting, but I vote for an orbital one rather than an exra faciliry, so... yes, one of your fist missions would be to put a satellite in obit in order to discover things about the solar system... I have to say though that mün, Duna, and Venus (at least) should been discovered from the begging, after all, they can be seen with the naked eye.
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KSC - R&D Simulator
Harguinxx replied to Sochin's topic in KSP1 Suggestions & Development Discussion
+1, but I think that this is in the alredy suggested list... That said, yes, test your crafts before put the live of a kerbanout in danger or expend milions of kerbaldollars in a usless peace of metal, and without having to actually perform the whole mission (when you only want to test the landing x exemple) is a great suggestion, and would improve the game a lot. -
Vessels are loaded if they are at less than 2000 meters from you, I don't think that these can be improved without eliminate the beautiful physical interaction between objects. (an impact or a docking to an object can't be processed if the object is not loaded) What maybe can be upgraded, is to simplify automatically the structure into very schematic region, little larger than the vessel itself, so until you are very close the whole ship isn't loaded.... Maybe it would help with the gameplay experience, but it mean a lot of work from the devs, and an inevitable and not smooth decay of the fps just before collide. I think that these could really work very well in land bases. But in fact the real problem is not the game optimization, the real problem is that modern processors and OSs are developed for being optimal in multithreading conditions, and these game is not. I know that this was posted one million times, and is in the "do not suggest" list, but is still the major problem of the game optimization, in my opinion of course.
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me too, and I was very exited about that... I would love better ways to build modular bases, not just docking rocket parts pretending that together they make a colony....
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Late game development
Harguinxx replied to Harguinxx's topic in KSP1 Suggestions & Development Discussion
It's a pity, the achievement system motivate a lot of people to play a game until the end and do a lot of impossible things in the later game.... I personally don't care about the achievements... but I'm sorry for the ones who do.