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What I hope mission planning is.


Rocketscience101

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What I hope for in mission planning, is that you go into the mission control building, and select either spaceplane mission, or rocket mission. Then you get a map of a kerbin, for the spaceplane. Showing you areas you've been, and the three runaways on the planet. You can either select an already made spacecraft, or aircraft, if you want to go into orbit, there is a button in the corner titles orbit, if you want to go to a runaway, saw the second space center, you click on it, and the map will show what you have to do to make it there, or as close as you can get if you don't have enough fuel. For rockets, you can select orbit, and select how high, or click on any of the bodies. It will show you how much delta-v you need to get there. Then you go into the VAB, and build a craft to meet the delta-v requirements. Then after achieving orbit, several nodes are made, to show you how to get there.

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I hope mission planning is more nebulous, kind of like "land a kerbal, and activate a negative gravioli detector, on Pol" or something. Or "launch a target craft then launch another craft to dock with it in order to advance your scientific achievement bonus for this quarter."

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I hope it's mainly for plotting orbits, and seeing future alignments of the planets.

I wouldn't like set missions, but a general list of things you could do.

That way, you get to use your imagination, rather than following a task list.

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I hope it's mainly for plotting orbits, and seeing future alignments of the planets.

I wouldn't like set missions, but a general list of things you could do.

That way, you get to use your imagination, rather than following a task list.

First, That's what maneuver nodes do now.

Second, sandbox will always be sand box. ... Career mode is a structured game. That tells you to go do a thing in order to get the fund/science to enable you to do other things.

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I think you should start with a small amount of money, and to get more money you have to do significant things such as an orbit or landing on a planet/moon to get a certain amount of money from the government. At random times the government will give you missions such as sending up a satellite, and they will pay you.

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First, That's what maneuver nodes do now.

Second, sandbox will always be sand box. ... Career mode is a structured game. That tells you to go do a thing in order to get the fund/science to enable you to do other things.

Unless I missed soemthing you cannot maneuver a planet though... I think he just meant another place to go to see the next launch window for Jool or something like that.

As for career mode... NASA often shuffled missions around and adjusted them on the fly. No reason we shouldn't be able to pick and choose missions, or change objectives mid mission (think bonus mission) when it is implemented.

I think you should start with a small amount of money, and to get more money you have to do significant things such as an orbit or landing on a planet/moon to get a certain amount of money from the government. At random times the government will give you missions such as sending up a satellite, and they will pay you.

This is what my homemade version of career mode is like. I set myself with a budget (annual but adjusted every 106 days so 1 kerbin year) The next year gives me slightly higher budget based on my successful missions and operating cost.. I even took in to account the use it or lose it principal where if I don't spend so much of my budget within that year I might not get as much money next year.

For the sake of me not being able to just decide my budget on a whim I use a RNG to determine how much of an increase/decrease I get.

Edited by annallia
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That would be an awesome use for the Mission Control building, additionally it could tell you/place a maneuver node when the planets have aligned properly for a Hohmann Transfer.

Something like the alarm clock mod yes, its very useful then you have lots of different craft in flight.

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