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ratrace24

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Everything posted by ratrace24

  1. i would love to get a reply to my suggestion which is :http://forum.kerbalspaceprogram.com/threads/60158-a-way-of-having-huge-planitary-bases-with-no-lag
  2. ok, let me clear some things up. the kerbal space port is a jet aircraft and rocket spacecraft testing facility, the key word being "testing" if you look at the runway on such a place in real life (an aircraft testing facility) the runway is nearly twice as wide and three times as long as it would usually need to be. just look at area 51 on Google maps if you dont believe me, therefore as the kerbal space port is a testing facility it could feasibly have a very long/wide runway, much more so than it currently has.
  3. agreed, with any large plane it causes me an issue, with any long/wide plane there will almost always be a problem with the runway lights. my suggestion would be to lower the runway lights so they will not interfere or make the runway longer, a wider runway would be nice also
  4. yes, i suppose. the idea would have to be worked on and have some limitations but i do think that this has some real potential
  5. well, in the current and previous versions of KSP it has been impossible to built large bases due to the fact that the engine is always calculating the physics of each part when you get closer than 2km or so and thus generating enormous amounts of lag with any large base, my idea to reduce the lag is to make it so that the base sections can be "anchored" into the ground and therefore in the engines eyes a solid structure like the buildings at the KSP space port which dont need any physics calculations as they are a part of the world in the eyes of the engine. the way that i think this could work would be to have a popup when you land on the planet saying "would you like to anchor your structure" after you click yes the structure becomes a solid structure and part of the planet like the KSP space port buildings and when you want to move them or destroy them you click "unanchor structure" which would make the structure physics enabled once again. i have read the comments and saw that whaffle has a great idea for how this could actually be implemented. "I'm not sure if this would be feasible, but it would be cool if the physics for the anchor parts would continue to check for stresses while the rest of the craft (now stationary structure) would be off-loaded from the physics engine. That way, if something smacks into your base with enough force, the anchors could break and the craft would become physics-enabled once more. That would make it harder to do 'exploity' things with permanent bases, as they would not be totally indestructible and wouldn't be "stackable" because of the need for anchor parts to be near the ground. I suppose the docking port mechanics on anchored bases would need to be worked out also." i would love to see reply's from anybody that thinks this is a good idea as i would like a developer to see this.
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