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    Bottle Rocketeer

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  1. You can do this with fairings in KSP2. The UI needs a lot of work, but if you line it up with the part above it and press the green check, it works.
  2. A part or probe that you can write LUA code in to perform actions or movements automatically with sensor input data. Resource costs for parts so that SRBs and engines before unlocking the Swerv are balanced to be used. I miss optimizing for cost AND mass. Optimizing by only the mass is too simple, and SRBs are mostly decorative at this point. CommNet UI, let me see my connections. A "Recover Vessel" button when splashed down on Kerbin without having to go to esc menu. A quick way to go back to KSC from inside buildings without having to go to esc menu. A very simple transfer window planner with a button that timewarps to your choice. Rocket exhaust physics so they don't just shoot a straight line out from a gimballing engine. More incentive to use unmanned probes/rovers or even make those the first options in the tech tree. Some kind of unlockable after visiting specific locations. It could be a unique part or just a fun aesthetic, like a flag design. Tutorials for more advanced players to learn optimal maneuvers, like gate orbits or reverse gate orbits, CALs vs suicide burns, or meeting Moho at its Pe during transfer for better overall dV.
  3. Yay, progression and goals! Also excited that TWR will now be visible by stage in the VAB.
  4. I'm getting a huge boost to fps post-patch. I'm getting double the fps near KSC, on the launchpad, on the runway. I get about the same in space. i5-10600k, 3060TI, and 32GB
  5. I used dnspy for this. https://github.com/dnSpy/dnSpy/releases
  6. I took a look at the dll files to see if there are any existing references to life support for colonies. It has population min and max, power generation, science total variables being referenced but nothing that looks like life support resources It does have the following: Colonies will have staff with what looks like veteran or nonveteran status There is an OAB called GroundColonyBAE with 3 variants There is a lot of code for creating and managing delivery routes Ore is a resource type listed and parts have cost values apparently (referencing resource costs) There are difficulty settings for part cost scaling and a "AllResourcesDiscovered" option
  7. Of course there was this amazing find. Secrets inside: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  8. Let's hope the rings are fun to explore...
  9. i5 10600k GTX 3060 TI 32 GB RAM 1440p and all high settings: Launch Pad: 25 Flying plane over KSC: 30 Space above Kerbin with large rocket: 33 Sitting on runway with large plane: 42 VAB: 53 Small rocket flying 3km over Mun: 63 Standing on Pol with rocket out of view: 67
  10. Sorry for the strange font color. I copy/pasted it and don't see a way to remove background font color. This should be a fun glimpse into how I plan a mission in KSP. The videos have given me enough information to get started... KSP 2 Engine Options for Simple Mun Mission (Mass Optimization Only) - Mun Lander Stage - Assuming typical payload for 3 Kerbal capsule and not much else. TWR of 0.8 (on Kerbin) should do fine. The lower the Total Mass, the better the engine for a given dV. Total mass of vehicle (payload+fuel+tank+engine) on the vertical. dV on the horizontal. - Mun Lander Stage - Assuming 1300 dV is appropriate if we using the orbiter stage to return, the best engine for this payload is 1 Terrier. The next best is 2 Spark engines, then 4 Twitch engines, and so on. - Orbiter Stage - Given the above, this stage can assume about 8.3t payload. Let's go with a TWR of 0.4 to allow for better mass efficiency. -Orbiter Stage- Assuming 1390 dV is appropriate, the best engine for this payload is 1 Nerv (let's forget about costs in KSP 2 early access). The next best is 1 Terrier engine, then 3 Spark engines, and so on. -Sustainer Stage- Given a reasonable choice from above, this stage can assume about 14.5t payload. Let's go with a TWR of 1.0 to allow for easy circularization around Kerbin. -Sustainer Stage- Assuming 2400 dV is appropriate, the best engine for this payload is 1 Swerv (obviously broken when costs don't matter here). The next best is 2 Poodle engines, then 2 Swivel engines, 1 Skipper, and so on. -Launch Stage- Given the above, let's assume we don't use the Swerv, but instead the Poodles to make it fair when things get balanced. That would make about 42t payload. Let's go with a TWR of 1.7 for the start of Kerbin ascent. -Launch Stage- Assuming 1070 dV is appropriate, the best engine for this payload is 8 Darts. The next best is 1 Mainsail engine, then 1 Rhino engine, and so on. The final mass of our rocket from the launch pad ends up around 76t with this configuration. -Single Stage Launch- Let's see what happens if we combine the Sustainer and Launch Stages. Let's start back at the 14.5t payload to orbit. Let's go with a TWR of 1.7 for the start of Kerbin ascent. Something to note, I calculated SRBs as if they had variable fuel tanks. They would be less efficient than shown in most cases. -Single Stage Launch- Assuming 3450 dV is appropriate, the best engine for this payload is 10 Darts. The next best is 2 Vector engines, then 3 Skipper engines, and so on. The final mass of our rocket from the launch pad ends up around 123t with this configuration.
  11. Here is what it said: Of course it dips out, so I force it to make something up: It ends up calling this material "Kerbalite". I ask it more:
  12. Sorry, this has been moved. Please delete.
  13. Here, I did this real quick. It should be accurate minus a few absolute value and dot indications.
  14. I made this a long time ago for reddit. Save as .png to keep the background transparent, or save as .jpg for a white background.
  15. I have over 3 million now. I have a space station around Kerbin, Mun, Minmus, and on Duna for unlimited funds really. Need a flag on Duna again? Mike Kerman just turns off his soap opera and hops out to plant another flag. Most of my funds go to tests of my own that give zero back.
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