Anthlon Posted December 10, 2014 Share Posted December 10, 2014 Here it is. It pains me all the time i do play and watch kerbal, from early times.., now i decided to filter it out."Make satelites worth" (in stock game)- I do not ask for something extra, sometnig exact (even it would be simple to pick). - I do ask for something which would be "satelites" good for in KSP. Because it is not a difference for KSP today between unmanned ship and satelites.- Please make something for this part..,something small maybe?...I will not write here tons of ideas already posted, that's no point. Link to comment Share on other sites More sharing options...
prophet_01 Posted December 10, 2014 Share Posted December 10, 2014 There is a mod called fine print (link). That mod will be included in 0.90. Sattelite deployment is covert by contracts that the mod creates. Looks like the feature you are suggesting http://forum.kerbalspaceprogram.com/threads/88445-0-25-Fine-Print-v0-59-Resource-Harvest-Contracts-Configuration-(October-7) Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 10, 2014 Share Posted December 10, 2014 Although I think RemoteTech should only be stock at higher difficulties, if at all. It's really made the game more interesting for me and gives satellites actual purpose within the game. Link to comment Share on other sites More sharing options...
prophet_01 Posted December 10, 2014 Share Posted December 10, 2014 Although I think RemoteTech should only be stock at higher difficulties, if at all. It's really made the game more interesting for me and gives satellites actual purpose within the game.I love remote tech but srsly, it takes a good amount of time to get used to it. It's also rather tedious to set up a fully functional network and can be rather boring if you set it up for the third career. It's an awesome mod but not stock compatible stuff Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 11, 2014 Share Posted December 11, 2014 I love remote tech but srsly, it takes a good amount of time to get used to it. It's also rather tedious to set up a fully functional network and can be rather boring if you set it up for the third career. It's an awesome mod but not stock compatible stuffAgreed. That's why I'm not sure it should be stock. Link to comment Share on other sites More sharing options...
Kedwin Hubble Posted December 11, 2014 Share Posted December 11, 2014 I feel like status quo should be easy mode; AntennaRange normal mode; and RemoteTech hard mode. Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 11, 2014 Share Posted December 11, 2014 As much as I'd love the advantages of RemoteTech being integrated, I get the impression that Squad are leaning farther and farther from the realism I want. We're not even getting heat damage with the re-entry effects they were oh so proud of. Let alone life support or working communications. Link to comment Share on other sites More sharing options...
DiamondExcavater Posted December 12, 2014 Share Posted December 12, 2014 As much as I'd love the advantages of RemoteTech being integrated, I get the impression that Squad are leaning farther and farther from the realism I want. We're not even getting heat damage with the re-entry effects they were oh so proud of. Let alone life support or working communications.They are still in beta/alpha (what ever), they were proud of it because at the time it was a cool feature and was a big step, it is still work in progress and they are working on a lot of things! they might work farther from your impressions but soon they'll probably add it into a hard mode. there are young kids playing this game too and they can make the game to hard for them! if your really need these things implemented get some mods! Link to comment Share on other sites More sharing options...
klgraham1013 Posted December 12, 2014 Share Posted December 12, 2014 Never underestimate a child! Link to comment Share on other sites More sharing options...
prophet_01 Posted December 12, 2014 Share Posted December 12, 2014 I feel like status quo should be easy mode; AntennaRange normal mode; and RemoteTech hard mode.I would be ok with that. there was a long discussion earlyer this year. Seems like most people would like antenna range to be integrated. I will continue to use remote tech anyway. Just like with FAR, DRE and TAC LS it just feels so wrong to go back to stock... Link to comment Share on other sites More sharing options...
Anthlon Posted December 12, 2014 Author Share Posted December 12, 2014 Yes, that is the area of thoughts i ment. Lets talk about range. I would like to see something very basic, like was the science in first version introduced for example - that level depth of functionality. Now about my idea how it possibly can be integrated. Satelites are basicaly good for signal and for holding up there (somewhere) for a while, so what we can now use that for. Science, reports? Ok, lets have two situations:we do not have satelite with reciever antena on actual body orbit (and another in kerbin orbit) - Gain will be (for ex.) 15% of transmitted.we do have satelite with reciever antena on actual body orbit (and another in kerbin orbit) - Gain will be (for ex.) 30% of transmitted. ?maybe?conditions:for start does not solve visibility (direct line) from one to another place... and stick with route Tx(source)->SatOrbitOrigin->SatOrbDestination(Kerb)->KSC Science centerfor all of the packets (from begining to end) there will be consumed electricity during all time of transmission at each one of satelite used, if successfull then science points transmitted, if not, transfer fails, and you can resend later.How about that? no new part needed, we already have everything in game. Link to comment Share on other sites More sharing options...
jake9039 Posted December 13, 2014 Share Posted December 13, 2014 just remove parts from remote tech, change some configs, and presto! Link to comment Share on other sites More sharing options...
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