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Hello, I've been playing with your mod for quite some time now and I've come up with some suggestions that could fit well with your mod.
High density and Low density materials for parts.
My first suggestion is centered around boats, subs, and the Rational HydroDynamics mod.
The high density material would increase the weight, impact tolerance, and the strength of the attachment node(s) on a given part.
This would help in the construction of subs by removing the need for ore tanks and make them less likely to explode from unplanned airtime.
These features may find use in the construction of rovers as well.
On the other hand low density materials decreases weight, impact tolerance, attechment node(s) strength, as well as decreases heat tolerance.
This material could find use in boats as well as in gliders.
The FAR mod does something similar to the materials by allowing the player to choose how much mass they want in the wing at the cost of the wing's strength using a simple slider.
Part Reliability Black List.
As fantastic as Kerbalism's reliability it tends to fall short when handing engines that are both large and efficient.
As a basic solution would be to simply remove the reliability function from the part.
The easiest way I see of doing this would be to use config file where you can add the name of the engine(s) you want removed.
Kerbal Research & Development Mod Support.
The more general updates you get from the tech tree like a decrease in engine failure rate work really well, however I don't think it works as well for induvial parts compared to Kerbal Research & Development.
Part Testing Contracts Rework.
As of writing the part testing contracts in KSP is more or less pointless, but they could be used as a way to increase a part's reliability (assuming you have Kerbalism installed).
The news contracts could work something like this:
To test a part you would have to be in the right condition first (Landed, sub-orbit, etc.), click the "Run Test" button on a unused part, perform the test provided by the contract (burn engine for set amount of time, burn a set amount of fuel, relight the engine until it breaks, go from orbit to sub-orbit) and profit.
The text was updated successfully, but these errors were encountered:
Hello, I've been playing with your mod for quite some time now and I've come up with some suggestions that could fit well with your mod.
High density and Low density materials for parts.
My first suggestion is centered around boats, subs, and the Rational HydroDynamics mod.
The high density material would increase the weight, impact tolerance, and the strength of the attachment node(s) on a given part.
This would help in the construction of subs by removing the need for ore tanks and make them less likely to explode from unplanned airtime.
These features may find use in the construction of rovers as well.
On the other hand low density materials decreases weight, impact tolerance, attechment node(s) strength, as well as decreases heat tolerance.
This material could find use in boats as well as in gliders.
The FAR mod does something similar to the materials by allowing the player to choose how much mass they want in the wing at the cost of the wing's strength using a simple slider.
Part Reliability Black List.
As fantastic as Kerbalism's reliability it tends to fall short when handing engines that are both large and efficient.
As a basic solution would be to simply remove the reliability function from the part.
The easiest way I see of doing this would be to use config file where you can add the name of the engine(s) you want removed.
Kerbal Research & Development Mod Support.
The more general updates you get from the tech tree like a decrease in engine failure rate work really well, however I don't think it works as well for induvial parts compared to Kerbal Research & Development.
Part Testing Contracts Rework.
As of writing the part testing contracts in KSP is more or less pointless, but they could be used as a way to increase a part's reliability (assuming you have Kerbalism installed).
The news contracts could work something like this:
To test a part you would have to be in the right condition first (Landed, sub-orbit, etc.), click the "Run Test" button on a unused part, perform the test provided by the contract (burn engine for set amount of time, burn a set amount of fuel, relight the engine until it breaks, go from orbit to sub-orbit) and profit.
The text was updated successfully, but these errors were encountered: