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Ship Shop In Campaign


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I think that there should be a ship shop where you can buy pre-made ships that are randomly generate and priced for which the parts cost+ building fees and you can fly the bought craft around but can't edit or keep the custom parts for later uses and if it blows up you can't get it back and have to buy another, so basically like the contract system but like a ship dealer that uses the assets of the contract system to create and sell custom pre-made ships. I also had the idea of having a new contract mission type where you test randomly generated crafts to the agencies specifications.

Probably very complicated but I figured it would be kinda cool to have a ship dealer as a new building.:D

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Random premade payloads with a contract to deliver them into a specified orbit or land them somewhere might be an interesting addition to the contract system.

Random premade rockets or planes? No, thanks. It would be exceedingly difficult to implement, and would detract from one of the big aspects of KSP gameplay: Building spacecraft.

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I suggested something like this a while back. but instead have the pre-built craft user created. (stock only)

make them a little more expensive than the total sum of the parts (you are paying for the design/construction/shipping etc) + a little extra if there are parts beyond the research level of the buyer.

purchased craft cannot be modified, all attachment nodes are removed, except for decouplers or docking ports, to allow for payloads to be attached.

it would also be great if the designer could embed their flag (logo) in the craft file. letting ship design players (contractors) make companies. this could also help to bridge the gap between sandbox players and career players.

Edited by Capt Snuggler
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To be honest: I can't think of a single moment ingame wishing I had premade crafts. Though I might not be the most effective rocket designer, other crafts wouldn't fit my purposes. I can't think of anyone building something on those lines:

5pyfw24p.png

(the costs of one launch are 881,000 bucks)

So: No, thanks!

Edited by M3tal_Warrior
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Not why WOULD - why DID...

I used this beauty to get full gravity readings from both Mun and Minmus HO/LO. One launch, all gravity maxed out. Came back with about 3600 science. It's 8*12 sensors, 4 for each biome make for 2 per orbit - one was instantly transmitted, the other taken to the capsule before getting a second reading. And since I landed quite near the KSC, I was returned about 780,000, so the whole mission was done paying 100k (roughly, if not less - I'm not quite sure what the percentage was; I just calculated with 92.5%). I honestly don't think one could be more effective without launching a lab, and even then...

Edited by M3tal_Warrior
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Not why WOULD - why DID...

I used this beauty to get full gravity readings from both Mun and Minmus HO/LO. One launch, all gravity maxed out. Came back with about 3600 science. It's 8*12 sensors, 4 for each biome make for 2 per orbit - one was instantly transmitted, the other taken to the capsule before getting a second reading. And since I landed quite near the KSC, I was returned about 780,000, so the whole mission was done paying 100k (roughly, if not less - I'm not quite sure what the percentage was; I just calculated with 92.5%). I honestly don't think one could be more effective without launching a lab, and even then...

You know your kerbonauts can remove the data from the detectors, and store the data in the capsule, right?

You could have done the same mission with a single gravimeter, or two gravimeters triggered at the same time (one transmitted immediately, one stored in the capsule). Like the thermometer, barometer, and seismometer, they're reusable. Only the goo containers and mat bays can't be reused.

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I am not responsible for what you read - I am responsible for what I write. What you read is entirely your responsibility. So I suggest you reading the whole stuff you cited once again. Search for the words 'maxed out', 'taken to the capsule' and 'second reading'.

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