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Everything posted by r4pt0r
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squad just got #rekt
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0.625 m jet engines.
r4pt0r replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
I can dig it. -
I alerted the authorities like an hour ago cmon mods
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transmitting science
r4pt0r replied to colin_in_space's topic in KSP1 Gameplay Questions and Tutorials
no, transmissions are capped. transmit all you want, you wont get it all. however returing samples nets you ~90% and returning 2 samples should get you just about 100%. you can leave the equipment behind on a manned mission, by transferring science to a command pod via eva kerbal. however, you cannot store duplicates in the same command pod. so a stack of 2 landercans would be needed, or some other combination of pods, each holding 1 temperature reading apiece, or whatever other experiment. EDIT: thanks, renegade, good catch. yes, duplicate means biome specific. you can have a lander take a temp reading in munar midlands, then hop into the east crater, and store both temp readings in the same command pod. -
I would love this idea, as my current goal is, with 1 mission, to land a probe on and get a satellite an orbiting every Joolian moon. excluding landing stages, thats 1 probe core, 1 solar panel, 1 battery, the four small science equipment(because I want to), and an antenna. 8 parts for 10 probes. thats 80 parts minimum, not counting decouplers, the landing stages for 5 of them, and the craft thats lugging them around. Its one of my more ambitious missions sure, but packing all those into 5 boxes would be lovely, especially during launch.
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What feature is up next?
r4pt0r replied to Ikaneko's topic in KSP1 Suggestions & Development Discussion
Im considering ruling out any indepth IVA. there are too many variables with the literally infinite ways people can design ships, like my demonstration piece here. The coding for that would just be hell I can only imagine. Its gotta be what kashua said, or something else entirely. -
Science over time.
r4pt0r replied to JimmyAgent007's topic in KSP1 Suggestions & Development Discussion
Why not add science over time to the Science lab? What are those Kerbals doing when they aren't processing lab data? To balance it, Give Science over time a cap, 100 per biome (kerbin orbit, minmus flats,ect...)for example, And give the lab space for 20 "Science equipment" resource. Every Science equipment resource is used up like fuel 4 per day, 1-to-1 for science points. You could restock your science equipment by launching restocking pods or something. With the numbers in my example, It would take 5 launches to get all the "science-lab in orbit around _____" points.* *Change those numbers to whatever stat you want. then either make the restocking pods heavy as hell, or actually limit players to 1 pod per craft, or just let them exploit it and launch 5 pods with the science bay to get it all at once. Or, to do it less complicatedly, ignore my post lol. -
Just noticed Kerbals have one eye smaller than the other!
r4pt0r replied to Kerolyov's topic in KSP1 Discussion
yeah, and you cant unsee it. ever. so from here on, any time you look at any of your kerbals faces, it will be all you are capable of perceiving, you may even be rendered temporarily mute by this phenomena. You cannot undo what you have wrought up these forum goers.... O.o -
When I start suggestion threads I tend to add a disclaimer telling people "not to suggest mods, as my suggestion is for stock" I also always 5 star threads with great ideas, and 1 star threads that i think are terrible ideas.
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What feature is up next?
r4pt0r replied to Ikaneko's topic in KSP1 Suggestions & Development Discussion
What makes it better than the current plugin that allows retractable gear, and sciencepod doors, and retractable ladders? Edit: and thanks for the responses -
What feature is up next?
r4pt0r replied to Ikaneko's topic in KSP1 Suggestions & Development Discussion
what is the firespitter thingy, what does it do, and how might it be used in future(post .25) updates? -
Nothing better than the Saitec ST290. you can find it for about $20, its ambidextrous for lefties like me, and got me through 4 years of playing il-2 1946 online.
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Only Just Now I Realized Minecraft's Atrocious Community
r4pt0r replied to LexiSilva's topic in The Lounge
The internet truly is a technological marvel. -
yeah I usually set up a burn that is just barely above escape. then just before i do escape, set a node doing a retroburn, and aim your craft at the nav point. make sure you set the node and aim your craft while still in kerbins soi. keep pointing the way the node told you, even once you exit the SOI. then do your science and you should be able to burn straight back in, after only a minute or two of deep space. Edit: what kashua said. just do what he says
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Fix for Contract Exploitation
r4pt0r replied to Busterundead's topic in KSP1 Suggestions & Development Discussion
the repeating contracts(transmit science from space around ______, plant flag on _______, ect...) gives you reason to build permanent bases, have satellite networks and so fourth. now ideally you dont have bases until after a few manned return missions, but still, you see what im saying? Its only exploiting if you purposefully exploit it. the system works well enough for its first iteration. -
With the addition of crew transfer, do you think we will be able to transfer science from one command pod to another without eva?
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they are modifying the mod, so maybe that means adding round 2.5m cargo bays, or other additions?
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Just requesting clarification from one of the top bananas at squad
r4pt0r replied to r4pt0r's topic in Kerbal Network
know that I meant no offence either. I just dont think that using un-reputable sources as references is ok. for example, the wiki says gas planet 2 is planned, but that was nova, not squad. so referencing that as a planned feature is not ok(that is you can, but you're wrong and I would call you out on it) I just wish squad would have an official planned features list or roadmap. They can change it at will as their goal or intentions will change im sure, but something stamped with the squad seal of approval. -
Just requesting clarification from one of the top bananas at squad
r4pt0r replied to r4pt0r's topic in Kerbal Network
I only bring this up because some people reference the wiki's planned features page as facts, and I don't think they should. -
depends on your pc man. I built mine after I couldn't even play ksp at minimum settings. I got parts that let me emulate all the gamecube resident evil games at max resolution at 30fps(the gamecubes max). So despite my getting a ps4 soon, Ill be getting GTAV for pc. plus mods. mods ahoy for those games omg.
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the HUD of the EVA is not relevant at all!
r4pt0r replied to JtPB's topic in KSP1 Suggestions & Development Discussion
tell me, where would an kerbonaut see a nav ball? they can see the inside of their helmet and their hands. so it makes sense that they cant see the navball unless they are in a ship. I like that you cant see it, adds some depth to the game. :edit: ninja'd -
ah thanks. I had looked at the OP for SP+ but the second IVA pic confused me. I thought it was from the perspective of a third kerbal.