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incompability of parts


DennyTX

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Well, i think enough people likes "close to realism" games style.

But here we faced some problems.

for example, there was no solar panels onboard during Gemini and Apollo flights, but currently we can attach solar panels to Gemini's style vessel during game.

So, the idea is following, can anybody do a partmodule that will work on following algoritm:

Part can have something like following in its cfg

MODULE

{

name = moduleIncompability

list = partname1, partname2, etc (list of parts that incompatible with current one)

}

LOGIC

if (vessel) has onboard (Part with moduleIncompability) then

impossible to attach (anything from list string) to such vessel

else

(stock rules)

endif

imho, this will do game more hard and interesting and will add more challenges for gamers.

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imho, this will do game more hard and interesting and will add more challenges for gamers.

IMHO anyone who would find this kind of restriction challenging and enjoyable would just as easily choose not to attach certain parts to certain types of vessels

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It is an interesting idea, but I am not sure why we would do this rather than just not put the parts on...

One problem is that there are no stock fuel cells. Mercury and early Gemini were battery powered, but later Gemini missions and Apollo were powered by fuel cells that slowly combined hydrogen and oxygen to produce power and water. As well, the lunar lander starting with Apollo 12 and later actually carried an RTG.

Indeed, fuel cells and RTGs are somewhat easier than solar cells in terms of power generation.

Anyways, an easy way to make it more difficult would be to just move the parts to a higher tech node, to sort of force you not to use them until later on. Probably easier than making a module manager hook for incompatibility.

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IMHO anyone who would find this kind of restriction challenging and enjoyable would just as easily choose not to attach certain parts to certain types of vessels

indeed....

but there are a great difference between "be able, but force yourself not to use it" and "do not be able"...

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btw, we have to speak not only about solar panels and RTGs, but others things too

for example in current game i can create "Wunderwaffe" interplanetary station, carrying onboard all available science devices... but there are not such machines in real life. With incompability we could restrict carry all science onboard simultaneously

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Of course over time these components *would* be available. So maybe, instead of exluding part x for part y, why not make certain parts only available after a while? They'd be in some kind of "tech" tree, that you'd then have to unlock over time with points, earned, for instance, with science. Now that might be an elegant solution for these kind of restrictions!

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btw, we have to speak not only about solar panels and RTGs, but others things too

for example in current game i can create "Wunderwaffe" interplanetary station, carrying onboard all available science devices... but there are not such machines in real life. With incompability we could restrict carry all science onboard simultaneously

Again, just don't put them all on the craft. In the case of kerbal, really there are only a handful of science experiments in the first place, several of them about as complex as a tube filled with stuff stuck on the side of the craft. If we had so few experiments that were so light, we probably would cram all of them on to a ship and send them off.

We don't do that in real life because science experiments don't work like that in real life. In the real world, science experiments can weigh almost a full ton to investigate a single idea, and trying to quantify the number of science experiments that could be run in real life is like trying to throw a dart at a dart board with the accurate number of grains of sand on the beach while blindfolded. Just...not possible. So many variables, ways to test, and things we don't even know you can test for yet.

What I WOULD like to see is a progression on the tech tree that improves the transmit value of science as you get higher. Perhaps increasing the transmit multiplier conditional on if you have processed it in a lab. A trained scientist in space can write a report and include photos of an experiment just as well as a trained scientist on the ground can. And while early on I would justify not having good SSTV or digital signals for data transmission, thus denying the ability to really send files and requiring a verbal description of the samples, later on in the tech tree it just doesn't make sense.

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