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SaturnV

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Everything posted by SaturnV

  1. Light your docking ports up. Personally I don't want to dock anything to an invisible port in the dark.
  2. Anyone think that those white & red lines are too thick than the stock trajectory lines?
  3. Thumb up for it because I lost 2 kerbals in LKO because I forgot my action group assignment then a wrong button was pushed.
  4. 48-7S and NASA ones KR-2L is Extra large but only 8.3% heavier than Mainsail (6.5t), result in the highest TWR in the whole game: 39.2, which is 53.7% higher than Mainsail And 2500kN trust which is 66.7% higher than Mainsail And 380 Isp, 5% higher than Mainsail I suppose these means KR-2L is more than bigger, it's 1.537*1.667*1.05=2.7 times more powerful (and more efficient) than the former best engine. So technically KR-2L beat Mainsail in every way except the price. I know the price is balanced but rocket since is not something you can buy X thrust with 3X dollars.
  5. I suppose any spotlight that have such power would melt anything it installed on
  6. A Panic button would be sweet. There should be a solution when kerbals in doubt. Aka C4.
  7. That's what I wanted to say: add 'sorting by type'
  8. Hideable parts (Likely to implement & easier to develop) This is to allow you build internal structure without remove the shell of your ship Add an 'hide/unhide' option to RMB context menu of every parts. Add an 'toggle hidden parts visibility' app icon and maybe a 'hidden parts opacity' slider Hidden parts are invisible or barely seen (and with adjustable opacity if possible) Hidden parts act like normal parts but you can't click, move or right click on them. They're 'click-transparent'. The only way to unhide is the 'toggle' button (or 'Reset all' button if possible) Hidden or Visible parts only effect building gameplay, have nothing to do with flight simulation or craft file. or Parts manager (more powerful & complicated way to manage building progress, hard to implement & develop) This aim to build your ship with more structure control and manage them in groups Similar to 'layer' and 'folder' system in Photoshop Add additional layout showing parts layer and folder (Let's call it 'parts layer view' in this post) One layer can contains any number of part(s). A folder contains any number of layer(s). When you add a part, it's added to active layer by default, you can change it manually. (similar to changing stage) There're many actions that you can do to a layer or folder, the action your choose apply to all parts include. For example: Hide, Unhide, Show flag, Empty Resource, Rotate, Remove... You can rename any layer or folder. For Example: [(folder)Lander-01: (layer)landing legs; (layer)fuel tanks; (layer)engines; (layer)misc] Layers & folder configurations are saved with craft file, you will not losing them the next time you load your craft
  9. You really made a lot fix. I hope that 'massive bug fix' in 1.0 includes all of them. Wait, have you ever contacted Squad and told them those bugs?
  10. Amazed too. WHY did you think it's normal? It's even slower than installing KSP! I guess your client try to connect steam with VPN....after 20 minutes he finally made it.
  11. Sorry but isn't m/s used more frequently than km/h in school?
  12. Subassembly can have only one node on their root part, IIRC. Can't recall where I saw this tip. You can reroot your payload to the docking port.
  13. Maybe this is how "Mainsail" looks in KSP 3.0
  14. But the vessel height in SPH is restricted, ~30m tall at most iirc
  15. Can't remember when and where I saw it, but I think Squad mentioned something like “it will harm the fun“ regarding procedural parts/engines
  16. True, generally. But it may mislead players that have plenty ÃŽâ€v and want to travel as fast as possible or take off as early as possible. So I think it's more reasonablethat ksp provides this feature through a mod rather than giving a vague indication itself. The mod Transfer Window Planner, which I had installed long ago, provides detailed information about the transfer, suits all kind of need: lowest ÃŽâ€v? Fastest trajectory? Launch ASAP? TWP have all you want. Thus I don't think ksp itself need something like a single-purposed indication, waste of time of devs, worse than just make TWP stock. Further, if Squad really implemented some indication, then they must inform players detailed data like ejection angle and departure date, or that indication will result useless. AFAIK Squad want to ‘hide all numbers behind to reduce the complication‘, so such kind of thing is not likely their way. However interplanetary travel IS difficult currently, there should be a way to help stock players, but that indication won‘t do the trick I suppose.
  17. As mentioned in the fairing thread, I support the idea that robotics should be stock. A lot of real rover do have robotic arms, it's useful to move objects, take samples and more. Yes we can abuse it, but a rover with arms will be really cool.
  18. There's no transfer *window* technically, just a balanced trade off. 90 days to target but you need 6000 ÃŽâ€v, or 180 days but 4700 ÃŽâ€v only, or 100 days & 5000 ÃŽâ€v but you need to wait 3 years before launch. How can Squad tell which is the best *window* for every player?
  19. They got payed once when being hired, that will works. However these changes need Squad reconsidering whether ksp is a fligh simulator or a program manager simulator.
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