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Everything posted by r4pt0r
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with the larger/more powerful ARM parts, and better fps with higher part counts, ive been getting into building large 2 part ships in orbit. that said i have a subassembly saved to ensure both sides of my docking ports(a sr with 3 normals aranged around it) are the same. i propose that in a craft where 2 docking ports are touching, but not docked, that the player can right click both ports and select a "connect" button. when 2 docking ports of the same ship are in connect mode, very close proximity, and facing each other, an invisible strut is spawned between them. at that point they would act like normal ports as far as gameplay. this way, once you get your multiple ports lined up and get 1 of them connected, its MUCH less of a hassel getting all ports engaged.
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Do you consider ions + massless electric systems an exploit?
r4pt0r replied to Red Iron Crown's topic in KSP1 Discussion
question:did the devs make some parts massless to somehow ease the burden on the cpu? -
randomized science reports
r4pt0r replied to gooddog15's topic in KSP1 Suggestions & Development Discussion
so do you just kinda keep clicking the "do experiment" button until you get one of these random science resluts? in your example, why is space getting hotter? just because? im all for MOAR SCIENCE! but i think that more varied experiments are needed(aerogel wafers for space dust, cameras for pics, impactors& readers to register the ejaculated matter, ect...) -
Show EVA jetpack fuel in Resources Tab
r4pt0r replied to bigdad84's topic in KSP1 Suggestions & Development Discussion
THIS please -
ehh sometimes i troll too hard. im just glad it wont be in stock.
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resources should not be in the game, unless you land one of these on the planet, its just excusing you trying to cheat more dv on location. i see you just joined the forums, and assume that you've only just started playing the game, so i understand why you would want " a steady and contentious stream of science" but play for a few more minutes and you should unlock at least the 3rd tier of tech nodes, then it gets easier. also about orbital structures in the base game, you can do that, though we just call them space stations here. and you can put a lab on it to maximize your landers science gaining ability. scrub em' clean and send em' off again. also i advise you to spend 2 minutes every tuesday reading the tuesday devnotes. then you will see how hard the devs are working on improving our game.
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Do you use a hitchhiker storage container on long missions?
r4pt0r replied to Xavven's topic in KSP1 Discussion
i also do this. interplanetary missions also must have more than 1 kerbal to prevent boredom, and 1 of the goo shaped rcs tanks(not allowed to use them) per kerbal, to hold "snacks". -
The "tech tree" is a means of getting new players to use base tier parts to understand basic orbital mechanics without overwhelming them with 100+ parts, so they can use more advanced designs effectively in future. this allows the "casuals" (as someone called them previously) to get into the game and also learn. also i disagree with "upgrading parts". all parts should have the same stats for everyone. this is why we all have the same in-game universe, so players can relate to each others games. there would be designs on the spaceport that require certain upgrades to get equal performance with the creator. plus giving your rocket essentially a "commando pro" perk so it can burn longer on less fuel is silly.
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zoom window for orbital maneuver view
r4pt0r replied to innovine's topic in KSP1 Suggestions & Development Discussion
yeah the new conics system is great, but its hard to zoom in on another planet and also tweak you manuver node from across the system lol -
i agree KerbMav, it would be nice to stay inside the ship so i can read "Crew report in orbit over minmus slopes" i dislike going to eva to know if im in a new biome or not
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Here is what i would like: -Satellites to map biomes so i can more effectively see biome boundaries and plan my missions better(but not necessarily give science in and of itself) -More Science tools (Aerogel wafers for collecting spacedust, unmanned surface samplers, some sort of highmag Telescope, an Impactor and a reader to register the ejaculated matter; 2nd part could be built into probe bodies, a small sealed pod with plantlife in it to see how things grow in space, I could go on and on...) Obviously not all of those will ever be stock, but lets throw out ideas for more varied SCIENCE-ing. -No science over time. i will spam it and timewarp if that works. -Finish up the biomes on all bodies, add a few more science gaining tools, and increase the point requirements for the late research center nodes. -Non-Physical experiments should be 100% return for transmitting; Add more Experiments that require a return trip. that would lead the player to try more return missions. thoughts?
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Which moon is the most interesting by its looks and scenery?
r4pt0r replied to TheScareCake!'s topic in KSP1 Discussion
i love pol. the little pollen hill mound thingys are very unique -
Why is the Kerbodyne Adapter chipped and scratched?
r4pt0r replied to r4pt0r's topic in KSP1 Discussion
i get that it fits in the game, but these are the "NASA Parts" and people actually have died from faulty o-rings and chipped ceramic tiles. so you would think NASA would have their parts be prestine. and yes, i understand Kerbodyne isnt NASA. -
I like clean looking craft, and the texture for the Kerbodyne ADPT-2-3 shows that its scuffed,chipped, and scratched. If this is how NASA makes their parts IRL then it explains and makes light of certain space disasters. The small rotating version you see when you mouse over the item in VAB does not have that texture, it is clean and undamaged. The texture for the Kerbodyne ADPT-2-3 should be fixed.
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unrelated to this post whack, but when you try landing an asteroid, you should provide it with a heat shield made of panels or something. do not allow re-entry effects to touch the asteroid as it might chemically change its surface. start with an a or b i would say.
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quite engines while out of atmosphere
r4pt0r replied to JtPB's topic in KSP1 Suggestions & Development Discussion
what if they linked the in-atmosphere rocket noise volume to scale with the air pressure indicator(the one under the altimeter), and at the same time always had the sound of the rumble of the engines through the ship playing? that way as you climb the noise gets quieter until in vacuum you are left with only a muffled engine rumble when doing a burn? -
quite engines while out of atmosphere
r4pt0r replied to JtPB's topic in KSP1 Suggestions & Development Discussion
i would like the iva rumble noise anytime you are in space. otherwise space is boring. but yes, a muffled vaccuum engine rumble would be nice -
my bop return mission slammed straight down into kerbin at 6000m/s I have no regrets, as jeb enjoyed it and jumped up and down in celebration afterwards
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Adjustable landing legs
r4pt0r replied to mrmegaminer's topic in KSP1 Suggestions & Development Discussion
happend to me on my mun science lab, luckily i had a magic f9 waiting. fixed it by using [ or ] to switch to the lab(with the claw) once my science rovers momentum was going to carry it into contact -
Making probe, and rovers useful
r4pt0r replied to Tweeker's topic in KSP1 Suggestions & Development Discussion
i would say once there are multi biomes on all planets, then the point values will get adjusted so that you need science from places other than mun/minmus to get more unlocks. later nodes should be more expensive. -
they arent any weaker than they were before. they are still perfect for all the same jobs as before, let a mod come in with a lock and quote vanamode now.
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An option to display the "Real Altitude"
r4pt0r replied to kerbonaut101's topic in KSP1 Suggestions & Development Discussion
please this. -
Source code and development process
r4pt0r replied to Yoha's topic in KSP1 Suggestions & Development Discussion
i think the devs would have tried that m8. i belive that multithreading is something unity just cant do.