-
Posts
571 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Nemrav
-
I was thinking maybe drills for a rover (to take a surface sample).. But yah, we should have those parts from the trailer.
-
Hadlie Kerman was my favorite random Kerbal,on par with Jeb without the ba flag on true, although I'm finding it funny nobody has mentioned "billy-bobbles Kerman" (lol).. Of course I do like my edited in Kerbals..
-
You wouldn't believe how many camera/telescope mods there are on kerbal space port.. And there are plans to add an observatory in the game officially to discover planets.
-
Well, considering its a "marvel" and therefore implying its a good thing, why not. Press the button for a position as a dev of KSP but... You have to work 2 hours more each day than you do right now.
-
, now ten char
-
Oh, man how did you guess, hate all the complainers dispite there actually being plans for submursibles (to travel in europa)... anyways The person below me has played this game plenty before now.
-
A more efficient suggestion process anyone ?
Nemrav replied to Nemrav's topic in KSP1 Suggestions & Development Discussion
http://forum.kerbalspaceprogram.com/threads/69830-The-WNTS-List The WNTS and already suggested lists are an outdated method of filtering ideas.. read the idea in the link, its a pretty good one.. I'm mainly here to post another possible orginisation, to filter out suggestions, probably a much simpler method.. here goes : The first ting to do is create a discussion thread for all of the over suggested ideas, sticky them, give them a voting poll with "yes", "no", "maybe" and "yes, but with a little twist...". Over time, as new ideas gain prominence, an admin will make a stickied discussion thread with an obvious title.. He should encourage people to temporarily find mods till the game gets it officially... Another thing to do would be having vote checkboxes on spaceport and on popular forum-only updated mods that give admins a number, which resets every 2 updates.. Aswell as a amount of downloads feed, all to note which things people are resorting to mods for.... PLEASE---- WHEREVER YOU DESIRE , POST YOUR IDEAS FOR A NEW , MORE EFFICIANT PROCESS FOR SORTING IDEAS !!!! -
Well, however opposite it may be to what I suggested initially in my post, i'm glad its getting some responce... Yes, as opposed to what I thought up, I totally agree that we should still be able to suggest old ideas so long as it has a new edge to it.. I've been dying to re-suggest the rover assembly area, except with a new twist. Well, no matter, we all agree that the "what not to suggest list" IS OUTDATED !!!! we need a brand-new system.. wait... I've had another system idea... I'L BE BACK
-
ok lets rephrase this, I want to make a station that has an incredibly high circular orbit, but I don't want to go to "deepspace"... what is the highest circular orbit possible before your orbit line is no longer a circle/oval but a straight line into nothingness.
-
I know the soi of Kerbol is infinite, however there is still an escape velocity, and with the help of the kraken its possible to easily travel in a straight line away from it. So I was wondering, what would be the highest possible orbit for a probe/ship/station etc. before you would get some form of kraken or you leave kerbol ?
-
why tenchar
-
Banned for super obvious white text that says "can you see me"
-
2125 : Kerbals start wondering why they kspell keverything kwith K kat kthe kfront, a science industry investigates.
-
who tenchar
-
i'd say simply make sure you have rcs thruster/fuel on your rover at all times. I've had to waste 15 mins on simply using hack gravity and projectiles to flip one of my rovers. Ropes and cables for towing, would be nice though, rather than a direct connection with docking ports.
-
Well, except for what the devs are currently doing, nothing is going to be atm BTW : just in case, this is on the already suggested/do not suggest list... so I say we find some reasons to keep this thread going..
-
A lot of these are good ideas, but there already is a mission control building in the game (clicking on it just redirects to vab) and the devs are already planning to add function to it in the next update (0.24)... and yes, they intend for it to work on a contract system.... There is no plan to add any kind of weapons into the game, except through unofficial mods. before posting ideas, I recommend simply checking the initial 2 posts in the already suggested and what not to suggest. or even quicker read this articlehttp://wiki.kerbalspaceprogram.com/wiki/Planned_features
-
granted -- but it puts you in a cage, locks it and throws away the key: I wish there were more lolz on this thread.
-
I read a similar article (maybe the same one), but you must realise, that they only did the survey on 2000 some people... that doesnt even represent newyork/almost any other state they have down south. edit : of us
-
Haven't seen this in the "do not suggest" and "already suggested" although maybe some parts of it might fall under "auto pilot" As another idea, maybe, just maybe... there could be another space agency that you compete with... mainly as pressure to gain "reputation" so that you will be given contracts and not the ai... If a contractor picks this competitor, then the ai has a 75% chance of getting his job done (could be adjusted with difficulty settings). As squad wants to implement career mode aswell as sandbox to multiplayer, this could be used as "player1 launches at this agency" and "player 2 at another agency" . There shouldn't be any worry as to "not enough space on the equator" as there is plenty.... Or if the player wants no competition, then when he starts the save, he simply turns competition off in the difficulty settings. Maybe this could be 0.26-7 ish...
-
I like the idea of the rover assembly area (raa) but I think, that you should be able to construct rovers on other bodies, it would give one more function to a base.. kind-of like the rover they assembled on the moon in the apollo mission. sort of a staked off area that you construct with your kerbal... I know KAS can allow you to do similar things, but currently its limited in my opinion.
-
An alternative idea for a career mode
Nemrav replied to TJ_Tas's topic in KSP1 Suggestions & Development Discussion
as far as reliability of parts goes, you better edit your post before it gets rage and the concept here gets ignored.... But yes, it would be neat to have a boost in gain for when you achieve a first.. I think you shall simply have to wait until v0.24 and see what contracts bring us.. cheers -
A more efficient suggestion process anyone ?
Nemrav replied to Nemrav's topic in KSP1 Suggestions & Development Discussion
Maybe there could be links to a mod which should, temporarily fulfil the suggested idea ? (if an idea is suggested over and over again).... Thanks, for posting , in any forum its an honour to get a reply from a person who has a position such as yours. -
.5/10 we have never come in contact before now, I havent heard of mun rpg