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horndgmium

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Everything posted by horndgmium

  1. You guys seem to be missing the point. The lights at the end of the runway DO on occasion cause collisions, and are therefore a problem. Runways are for taking off, not on occasion causing a crash. Those are opposites. If some people have planes that require the whole runway to take off, but WORK, who are you to say that the plane isn't supposed to be like that? It's his plane. Not yours. If it gets to space, it's not problematic. Stop trying to change someone else's plane design and not acknowledging a problem.
  2. Maybe you could invest more resources/cost to build something faster? And cost would go down for less new tech.
  3. I like going to the moon... it's the easiest to maintain realism, but I can do things that our governments won't!
  4. This is for all of you that get your Kerbal hours logged by steam! I've been playing ~1 month and I've logged 154 hours... whoops. My grades haven't suffered yet though!
  5. I'm thinking that the barycenter could be geostationary to a surface point on both planets... as in linearly. That way we wouldn't need to account for N-body physics, the game could view it as two balls connected by a stick, which for us would be invisible. Also, theres no need to think of it in normal orbit/rotation terms.. if they were locked into relative geostationary orbit, the days would be different due to eclipse by the other planet, and the whole thing would be a spinning ball and stick molecule (I'm too lazy to look attach a picture, but think the ball and stick molecule of CO2). Edit: To make this essentially a 2-body problem than a 3-body problem, incredibly decreasing the complexity, the planets should lie in a distant orbit from the sun, so that the gravitational field does not affect each planet differently on its closest and furthest approaches to the sun. I suppose, however, orbit would be a 3-body calculation... So yeah a distant di-geostationary orbit could be doable I think.
  6. What about a system of two planets rotating about an imaginary axis, due to being roped into each others gravity? One could be breathable, one could be uninhabitable, but full of resources. That might make mining missions/resource missions a must. Also... getting into a stable orbit would be pleasingly difficult. Maybe even throw in a moon or two?
  7. First of all, I haven't been hindered at all by part costs being too high, and I don't know if that's a game limitation or I just haven't hit a max yet. But having more stringent costs would certainly add another dimension of choosing parts more carefully (and getting rid of unnecessary parts). Second of all: a use for reusability. I think that every part you manage to get back to Kerbin without exploding (landers, science labs, SRBs even if you put parachutes on them) should be able to be reused again at no part cost. HOWEVER, that doesn't mean they should have no cost at all. Since we can recover crafts/parts landed on Kerbin. Retrieval of craft by the tracking station should accrue a cost specified by their locations on Kerbin, and how heavy/difficult it would be to transport. I'm thinking something like: 0-50 cost for something within 100 km 50-1000 cost for same continent (50-1000) x2 for something in the ocean 1000-2000 for something on another continent/really far away Really then, reusability could be useful if you land in a location not totally cost-ineffective to retrieve something from. Maybe a cost formula: C = (d x m)/constant + C if in an ocean where C = cost, d = distance, m = mass, and C is doubled if the craft/part lands in an ocean. Food for thought!
  8. I keep thinking Ratchet and Clank when I read this. Their upgrade system would be awesome implemented into this game. I do believe that cost should go up with better equipment, not down. That's really the way it is. But as new technologies come around, older ones get cheaper.
  9. Guys. Planes came before rockets. However, rockets came before space planes. Those are two very, very different things.
  10. So the shift and scroll won't work, neither will +/- buttons. I'm on a mac. Thought I'd bother you all with a new thread.
  11. So my mac isn't let either of these things happen in the VAB... any ideas?
  12. Turns out I had downloaded kethane literally one day before the 0.8 release... got it all working now, thanks.
  13. Still struggling with this. Any ideas anyone? No problem with kethane, tried both scanners, scan dots show up but not ore.
  14. About 90%, the spots are no more than 2 or 3 spots in a cluster. Also, switched from Kethane map to ore map. Kethane is showing up though.
  15. So I feel really dumb for not being able to figure this out but... I've scanned Minmus, Mün, and Kerbin for ore so far and it shows 'none' everywhere, but does scan. Anyone have any ideas?
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