Jump to content

Gameguru

Members
  • Posts

    42
  • Joined

  • Last visited

Posts posted by Gameguru

  1. Hey there. I was doing some tests with the mod to figure out how it worked. One thing I noticed, was that if you recover a vessel that has frozen kerbals in it, those kerbals are not added back to your crew list at the end of the mission. I was using the planetary base module to freeze them. DeepFreeze seems to still recognize the existence of the kerbals though, upon launching a new vessel and checking the deepfreeze tab, it showed the missing kerbals, albeit with no vessel assigned to them making them floating around in whatever void they have fallen into. This WAS in version 0.24 though, so it might be fixed in 0.25, but I didn't see anything about that in the known issues or change-log so I don't know. Thanks!

  2. One question though - what happens if you go on a suborbital lasting say 10 minutes and sync 20 minutes into the future, what happens?

    Big boom, ship go bye bye.

    :D but really the game simulates where a craft would be relative to the time you warped forward I.E. your ship would have been destroyed 10 minutes ago

  3. Now now, keep in mind that KMP would not have been possible without the groundwork laid by KLF, not to mention I'm sure there's plenty of people who would still prefer the passive-multiplayer option--no griefing!

    I'm not taking donations at this time, please consider donating to your favorite pro-science/education charity instead.

    Now this here is a model Human Being (or kerbal being)

  4. What if Kethane would no longer produce oxidizer, but oxidizer would come from another resource? (Naming ideas: Klorine, Kluorine, Klitro, Klitrous)

    This resource would be available in separate deposits that may partially overlap Kethane deposits (though it would be most interesting if we were forced to do pipelines or tankers)

    A cryogenic compressor unit could produce oxidizer on planets with atmospheric oxygen.

    The scanning and drilling hardware may overlap and work for both resources, but it would be most interesting if specialized equipment was also available.

    It would add an extra level of depth to the game as well as complexity, but for most experienced KSP players the logistics of combining products from two different drilling sites would simply be a lot of fun.

    Personally, I think Kethane as it is is way too easy. Find a green hex, plonk that ship down and suck up the fuel until you're filled up and ready to go.

    Kethane takes almost no effort while it gives free fuel on every body. I think that the advantages of in situ fuel generation are worth working for and it should be harder to achieve.

    There are only TWO bodies that have oxygen in them, thats Laythe and Kerbin. Now I would like that has an add-on part that allows you to convert intake air into oxidizer but you cant change kethane to produce NO oxidiser.

    EDIT: I do like the idea of a diffrent fuel to be loaded into oxideser or other things.

×
×
  • Create New...