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Unfawkable

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Everything posted by Unfawkable

  1. Safely landing a needlessly oversized lander which was spinning out of control on a 5000m mountain top on Duna. Best piloting moment ever.
  2. There are many things you can do in this game to make it easier. It still is cheating, no matter how you justify it. The Klaw is not a docking port even if it can function like one, and if you use it as one you are using the easy way out. If you are fine with that, go for it.
  3. ''The weird looking lines are also shadows'', from the saturn-like ring. I'd like to see this, though I don't think lighting can be handled in unity like this right now. Maybe in we'll see it in 1.1 in unity 5.
  4. I can't believe I discovered this beautiful mod just now. I'm enjoying this one a lot.
  5. God that seems so unstable. I can only imagine how many retries it took you. But if it looks stupid, but it works, it ain't stupid I guess xD
  6. I'm really more interested in how the heck you landed that entire thing. Impressive nevertheless. I hope one day I manage an Eve return mission.
  7. This. Plus if you use the Mk3 liquid fuel only parts, you'd make it in one launch. I had a contract for a station with 19 Kerbals, a lab, 6000 Liquid fuel, 1500 monoprop. Around the Mun. Was a hefty reward too, think it was around 600.000. Made it in one launch by using the crew plane part. If you feel that's cheating, you can also do it with the hitchhiker containers, but you would have to use docking, and launch at least twice.
  8. An Autopilot for Rovers would make Pilots infinitely more useful, I would love to see that.
  9. It's probably easier than it looks at first glance. I'll give this mod a go when you release the 1.xx version of the balance mod, it seems worth it.
  10. This is a good idea, but it can be implemented as a modification to existing Asteroid contracts. Currently you get contracts for D and E asteroids to put them in some orbit, which is considerably harder than just nudging them to avoid impact with Kerbin.
  11. Ark Welder xDDD Yes, the difficulties of building a cost effective D class Asteroid hauler is what inspired this idea. I couldn't for the life of me build something that is under 3.000.000 in total cost And although I know of Mass Effect, the real inspiration is from a 4x strategy title StarDrive, it has a ship part in designing that reduces overall mass of the vessel to achieve greater warp speeds, and I really liked that one.
  12. No images though? I'm an XCOM fan, I'd love to see this, but I can't make a dropbox account and see it in game, too lazy.
  13. Alright, overal point taken, it's hated for the unrealism as expected actually. - - - Updated - - - I do believe if it has a hefty cost for what you want to achieve, it's no longer just magical, you've earned it. Earned it by grinding up science, paying the cost, and designing a vessel electrically capable of efficiently running it - - - Updated - - - Are you reffering to a possible mod implementation way, or just thinking out loud? :-) - - - Updated - - - This addon sounds fun. Might give it a turn after I finish up the current Career mode.
  14. Improving strengths instead of weaknesses is indeed my preferable way of balancing too, but 800 ISP is just so high already. Not sure how much more it could be buffed without making it too strong.
  15. This looks like a very well thought out mod with a lot of work put into it, but all the requirements make it look confusing as hell for starting with it. You should aim to make it a bit simpler, but for the things I've seen in this thread, the balance and the tech tree especially, it's something Squad should have done long ago.
  16. Agreed that Nerv needs slight buffing, but 100 could be overdoing it. It's an important downside and it can't be overbuffed.
  17. They could have a small tweak to be less imposing, but overall it's not difficult to build around them. What I'd like to see is a 3.75m Service Bay.
  18. Thank you for actually pointing out design disagreements first instead of realism. I already said there isn't any realism, you don't have to repeat yourselves. Now, 23 tons could be the bottom limit of benefit, but you also need a lot of electricity, and with that solar panels, and taking burn times with the amount of electricity required to sustain them makes it hard to make it worthwhile on a small vessel, so I think somewhere around 40 tons would be the right number. Didn't crunch the math, but it just seems like it. Anyway, the mass of the device can be increased for balance reasons if needed anyway. Now for the gravity part, it's meant as another downside to keep the balance, and to keep the device niche of interplanetary travel, and not to just use it anywhere because it's useful. I would design a whole lot of mods, I have ideas levels more unrealistic than this one, but I don't know the first thing about modding sadly. - - - Updated - - - Agreed.
  19. Admittedly, the maneuver tracking is really useful and makes life a lot easier, hence why I use the smaller probe instead of OKTO. Also, the advantage of a 2.5 meter probe are numerous for larger vessels, you can put it in the middle of your craft instead of the top, you can put a large docking port on it, it's more stable, etc. Still not worth the 1000 science for me though.
  20. Well it says that the orbital surveyor uses witchcraft to find Ore. I'm content with that explanation.
  21. Not sure where in the tech tree, but that's not important right now. Now, this suggestion is well out of limits of realism (though not as much as warp drives, thematically), but I prefer adding gameplay depth and elements instead of sticking to realism in a game that doesn't fully have it in the first place. So, without further addue: Intertia Dampener Cost: 30.000 Size: A tank-like 3.75m part, around a meter high Weight: 15 tons Creates a dampening field around your vessel reducing it's overal mass at the cost of 300 electric charge/second. The dampener cannot work under strong gravitational fields, and will therefore not reduce mass within 1000 Km of a body equal to or bigger than Kerbin. It's efficiency then increases to up to 40% mass reduction the further away it is from a gravitational source. (Does not take Kerbol/Sun into consideration, this means that in orbit around the sun unaffected by any planet/moon it would have 40% reduced mass when activated). The device needs 10 days to recharge once used (Costs 30 electric charge per second, can be turned off manually) Why I think the game could use this: There still aren't many way to efficiently travel between planets other than Nerv engines, and this part could make other engines a possibilty with huge interstellar ships, since its mass and electric cost would make it useless on smaller vessels. Discuss
  22. 1000 science just so you can have a 2.5 meter probe instead of a 1.25 which has all the same functions is overpriced to say the least. Now, probes making pilots obsolete is too strong as it is, but something should be hotfixed about this so that it's actually worth investing 1000 science into it. Instead of simply buffing the large probe, which is also an option, the already too useful smaller probe could be nerfed instead. It can have manuver following removed (It can still keep the target pro and retro grade markers), and make it available only for the 1000 science large probe.
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