Kobymaru

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About Kobymaru

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    Sr. Spacecraft Engineer

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  1. I don't know, but I would very much appreciate it if you tried it out, and gave us a detailed report back here
  2. Sorry, I don't quite get this one. If you enable trajectory display and put down a maneuver node, you should get the trajectory display no matter how far you are zoomed in. I am pretty sure that this is not normal behaviour and a bug.
  3. [1.3] - Modular Kolonization System (MKS)

    Thanks, that seems to work! With one Ranger and one Tundra Workshop set to [workshop], i get about 11-15 % production, depending on how many converters I have turned on. Maybe, but I wanted to try something different for a change.
  4. [1.3] - Modular Kolonization System (MKS)

    Which efficiency parts?
  5. [1.3] - Modular Kolonization System (MKS)

    Hi! I wanted to do something new and Instead of going the usual "Kerbals do everything" route, I wanted to rely on automation as much as possible. My plan is to send a small-ish ship in advance that uses local resources to produce a stock of MaterialKits and Machinery, and only *then* send my Kerbals in to finish and inhabit the base. The new Material Processing units are great for that. However, it's a bit slow to produce anything useful out of it. Without Kerbals The Tundra Mobile Workshop and the Assembly plant can produce Machinery/MaterialKits only at 5 % of their capacity! I was wondering if there is anything short of a Kerbal that can speed things up? Are there some sort of Bonuses that can boost my production output? I understand that automated production at full speed would be quite unbalanced - but a rate of 5% is a bit too meager in my opinion.
  6. Yes, it's probably still broken. I will take a look at it when I have time, which is not now.
  7. That's funny, because I think nowadays, FAR predictions are broken Yep, it was. Thanks! Luckily it was as simple as one missing variable.
  8. https://github.com/neuoy/KSPTrajectories/blob/master/CONTRIBUTING.md#how-to-report-bugs
  9. Yeah, so that's clearly a bug, this is supposed to actually work. I'll take a look.
  10. KSP development slowing

    No one said that. I even specifically said that it is very playable and also very fun. But there is still plenty of room for improvement, and all I mean was the observation that the needed improvement is probably not going to happen anymore. Actually I would prefer several small patches. Because if they are small, then the chance of compatilibity problems will be miniscule. So mod authors could just say "compatible with all versions from 1.3.0 to 1.3.99", and trust in squad that they won't break things with minor patches (anymore).
  11. KSP development slowing

    I know that's it's a big thing, internally, and I acknowledge that it's important. But for players with sufficient english skills, 1.3 was a version bump with no visible changes. That's pretty much what I read every week: "bugs begin fixed, QA testing, etc." Usually no specifics, and if anything it's pretty minor things like runway seams and wrong shadows. And that is good if that's chugging along slowly - but there is no ambition anymore to make larger improvements. We all know that the wheel physics have big problems, we also know that the engines and capsules are unbalanced. That's also "bugfixing", but the effort for fixing it is bigger. And that's what they don't do anymore. At least not according to anything I read that's public.
  12. KSP development slowing

    A release devoid of features and the complete focus of all development and communication towards a DLC. For months now, we've only been hearing about localization and the expansion. There seems to be no drive, no desire anymore to improve the stock game (save for some stuff needed for the expansion). No Art passes on the Rocket parts, no fixing of wheels, no balance pass on the engines and capsules, no visual overhaul (remember the former Producer Maxmaps publicly dreaming of a KSP that looks as great as the EVE mod?). When was the last time you heard something like "we are not content with how this core system is behaving, so we want to invest significant work to improve it"? Don't get me wrong - the game is great and I enjoy playing it. But there are things in need of fixing (devs obviously disagree with players on just how much that is), and not only are they not getting fixed, there isn't even talk anymore that there is something worth fixing in the first place. It's all about the expansion now. I would be suprised to see a KSP 1.4 at all, and I would be even more surprised if this hypothetical KSP 1.4 had real significant changes and improvements. I think it's all DLC's from here on out.
  13. If you check the main thread (and the first post) you will find that I added a build for 1.2.2.
  14. Kessler's syndrome

    I don't have numbers obviously, but my subjective feeling is that pretty much everyone says "I know it doesn't matter, but I'll just let the periapsis < 70km, cuz I want to be a good citizen". Interesting that you have a different perception.
  15. Why not just set the NavBall to "Surface", disable Moderation (or set limiter to 30) and pitch up to 30 Degrees manually?