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[1.2.2] Solaris Hypernautics v0.5.4 DEV Thread


Carbonjvd

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Firstly I want to thank every person who downloaded this mod and helped make it what it is today! Now again I ask, help me make Solaris Hypernautics even better! The mod has begun to mature, but it has plenty of room to grow and adapt. Feel free to throw around whatever ideas you have for the mod, though suggestions that have already been implimented will be ignored. And again, thanks for all the downloads guys!

Edited by Carbonjvd
Updated Another Long Overdue Version
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   First off, I love this mod, and I don't know how I ever lived without it before. Hats off to ya!

   I'd to make a suggestion to change the magnetic "Arcturus" engine and its 3.75m variant(forgot the name), into a hybrid engine that uses electric charge, magnetic charge, and liquid fuel. While in it's liquid fuel hybrid mode, the engine should consume magnetic charge at the same rate at which it can be recharged, or allow for a part to transfer magnetic charge into the engine. I don't like the idea of having unlimited fuel, assuming you have the parts for generating virtual particles and magnetic charge, and I think there is a better way to balance it, instead of setting it so you can only use it for a few seconds before it has to recharge. You can leave that mode 

This engine looks way too cool to only be used for niche purposes. I'd like to see this engine see more uses through adding versatility or a completely new magnetic engine altogether(using the same model, and textures though).

 

     - For balancing and so the engine doesn't feel like cheating, I would suggest making the "Arcturus" engine and its 3.75m variant (again forgot the name) have an ASL of 800-1000(or close to the Ra engine) and roughly 5500 isp in a vacuum, wherever in liquid fuel hybrid mode.

     - Also for balancing while in hybrid mode, I think the Arcturus should have a bit more thrust than it currently has, but its 3.75m variant should have a lot less thrust.

 

   I love the way the Arcturus engine looks, it looks so great as my SSTO's main engines, but I never use this engine because it runs out of magnetic charge way to fast, and can't be replenished by other parts. I think it is too niche, and can be made into a more versatile and balanced engine. I can't remember right now(i'm at work) but I don't think it has sound, like most engines from this mod. If someone could give me a quick crash course on how to add sound, and knows some good sounds to go with these engines, I'll do that too! I'm a little obsessed with building my SSTO right now, and I think these changes would make this engine a great SSTO engine.

   I know how to edit some XML stuff at a novice level(idk if it's an XML type thing or similar), so if you point me in the right direction and tell me a little what to do, I'm sure I can make this change for you if you'd like. Although I am pretty bad at balancing in games, so I would need someone to help me with the numbers.

 

 

 

     A separate suggestion is to make a smaller/more compact variant of the magnetic drag array(awesome idea btw). This way I could cleverly place them on an SSTO for EVE reentry with realistic atmospheres and FAR!

 

 

    Let me know what you think about my suggestions and if you could show me how to make the changes, I'll do the work and test it out to see if it's balanced!

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