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What would you want in the next update (0.90)?


EvilotionCR2

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Couldn't you?


PART
{
name = nuclearEngine
module = Part
author = NovaSilisko

mesh = model.mu
scale = 1
rescaleFactor = 1

node_stack_top = 0.0, 1.40383, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -1.731957, 0.0, 0.0, 1.0, 0.0

// ThermalAnim = overheat

fx_exhaustFlame_blue = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -1.6, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, running

sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

TechRequired = nuclearPropulsion
entryCost = 22600
cost = 8700
category = Propulsion
subcategory = 0
title = LV-N Atomic Rocket Motor
manufacturer = Jebediah Kerman's Junkyard and Spaceship Parts Co.
description = Despite the big scary trefoil painted onto the side of this engine, its radioactive exhaust, and tendency to overheat, the LV-N Atomic Rocket Motor is harmless. Mostly.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0

mass = 2.25
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 12
maxTemp = 4000

// Yes, I know this is wrong. NTRs don't actually burn fuel and oxidizer, but we don't want to jump into making separate tanks for the two yet.

MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 60
heatProduction = 600
fxOffset = 0, 0, 1.6
PROPELLANT
{
name = LiquidFuel
ratio = 1
DrawGauge = True
}
atmosphereCurve
{
key = 0 800
key = 1 220
}

}

MODULE
{
name = ModuleJettison
jettisonName = fairingL
bottomNodeName = bottom
isFairing = False
jettisonedObjectMass = 0.1
jettisonForce = 1
jettisonDirection = 1 0 0

}

MODULE
{
name = ModuleJettison
jettisonName = fairingR
bottomNodeName = bottom
isFairing = False
jettisonedObjectMass = 0.1
jettisonForce = 1
jettisonDirection = -1 0 0

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}

MODULE
{
name = ModuleAnimateHeat
ThermalAnim = overheat
}

MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 5.0
}
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}

MODULE
{
name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8
environments = 8

useStaging = False
useEvent = True
}
}

There, I did it for you. :D

EDIT:

Hey, look!

"Yes, I know this is wrong. NTRs don't actually burn fuel and oxidizer, but we don't want to jump into making separate tanks for the two yet."

THIS IS IN THE FILE.

So they are thinking of fixing it.

Like I said, I know that squad knows that it's wrong and they want to change it... the real question is why they haven't done it yet, since there already are LF tanks only

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In order of how much i want it.

1. Resources and mining, make our trips to other places more usefull. Maybe let us sell the ores / make parts..

2. Mechanical parts, robot arms on which you can attach parts like docks etc.

3. Permanently destructable ground, when you crash a big rocket you are left with a big crater.

4. Usefull electric engines (but it wouldn't be realistic so it will probably not happen)..

5. Fuel generating (maybe from solar power or nuclear power) Not sure if this would be realistic.

6. A fix for lander legs so they don't sink into the ground or some other weird behavior.

7. Sometimes i'm not able to click on the orbit to make a manoeuvre (very annoying).

8. More tollerance for docking, it has to be very precise now, i don't think that is necessary.

9. Sometimes unable to attach objects using symmetry despite the fact that nothing is in the way. (For example when you attach tanks around another tank, and no mather which one you select there's always only 1 turning green)

10. More multipliers for symetry (Why are you skipping 5 and 7? :S )

11. Sub categories for parts, for the category Propulsion have sub-categories for Tanks and Engines. (maybe even further than that : Tanks > RCS, Solid, Liquid.) I do realise it's kinda hard to sub categorize everything since there are gray area's.

12. The right-click menu's when collecting science are not optimal in my opinion, for example : If you did an EVA report, the button still stays there, that's not necessary right?

Edited by joost53
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