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Showing results for tags 'energy source'.
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Energy I've noticed there is technological gap between OX-STAT solar panels and panels that track sun. We could have two new parts based on HG-5 High Gain Antenna animation. Instead of antenna on the end put solar panel (circular and triangular), they wouldn't be able to track the sun. Next thing is wind turbine, since we have drills that require lots of energy and we want them to work at night, we could use at least one small wind turbine. Making PB-NUK Radioisotope Thermoelectric Generator larger version for 1.25m would also be nice. Geothermal energy would be great to have on few planets, it can be heavy and large part, but it would add 24/7 energy source to the game. Z-400 Rechargeable Battery are small, IMO we need 800, 1600, 3200 radially mounted batteries. Wheels https://en.wikipedia.org/wiki/Mecanum_wheel lots of people in here would make real wonders with those wheels Communication Current antennas and communication system is easy and lets keep it that way. For harder and more realistic game play we could have laser communication systems that would require visibility between devices. Failures I was thinking about random failures that would add to the game, but not make it frustrating and there are minor game mechanics that may break randomly to makes things harder, but they won't break your mission. Solar panels - they could have malfunction in sun tracking system, this would require engineer to repair them, but you could keep going with your mission without repairs. Antennas - they could lose their ability to relay signal, this one could break your mission if you have single antenna per relay satellite. But making critical systems double/backup is good idea in space flights Lights - it is not critical system Wheels - motor malfunction, you can go further on other 3 motors, but you will go slower. Engines - broken alternator or Thrust vectoring won't make your rocket crash, but it will make your mission harder
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