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autumnalequinox

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Everything posted by autumnalequinox

  1. Ohhh ok just like regular KCT. That makes sense (reg KCT uses a per/day system). Thought it would have been cool to have a baseline level of science. I dug through the formula trying to figure out how it was done. Thanks for clarification.
  2. Question: Is the unique RP-0 option in KCT involving base science/per year working? I've ran through a few years and have yet to see a bump in science (I even sunk a few points into it). This is a very unique option and as a long time user of KCT I was very intrigued by it. Not sure if this is a KCT issue or it's just a placeholder (I saw on the tutorial it basically said to ignore it). If it was intended I may simply set some KAC alarms and give myself the science manually. I figure it would work as a good baseline of "global progress" to keep my program from stagnating if I have a series of bad test flights (oh yes that has happened already).
  3. I just want to thank all the RO devs for the most fun I've had in KSP for a long time. This modpack is blowing my mind with it's challenge and realism. It really did end up bringing me back to my first awe-filled days playing stock (and rapidly modded-stock) KSP. I picked it up fast and all my interim research on RL launch systems is really paying off. But there are so many other things I have learned (STAGING and the nuances, oh and spin STABILIZATION). All these things I wondered about, like why do they do that in RL, I totally understand now. It's really rocket science now. Everything but actually designing the internal systems (can you imagine what a headache that would be!?) So kudos to the dev team. I again believe this could easily be sold as KSP's first real, paid expansion pack. I would happily pay for it. So just an idea.
  4. I'll have to check it out. Typically in my stock games I give myself a bunch of science points to start so I start in roughly modern times and make a play for the future. I go with the idea that I'm either a United Space Agency of sorts or a Multinational Space Launch Corporation. I drop in old launchers I developed as "legacy systems" from different nations. I do like the historical element of Rp-0 and how tech gets better and more reliable. I got KSCSwitcher and I'm thinking of putting my new launch center in the middle of the Pacific, there's this tiny island I forgot the name but it seems like the kind of thing an eccentric gazillionaire would set up a personal space agency on. I'll timewarp a bit and maybe give myself a tiny boost of science and I'm thinking of going with the idea that this guy/gal is running a sort of "shadow" program in the background of the Space Race, acquiring spares (at high markup) from the U.S., Britain, France, the Soviet Union, and so forth, as well as picking up "retired" astronauts (for a massive increase in pay, and mostly to train hopefuls that didn't make it in other programs). This person has the goal and drive to do things far beyond the capabilities and will of the nations in question, and they make money by developing new launch systems/concepts/and tech to sell back to the nations the hardware came from. So it won't be so much about "being the first" as being "the first private individual/corporation/evil genius". This way I can wrap my mind around all the mismatched hardware. Of course Mr/Mrs. X has the best and brightest engineers on the planet to fit Russian Engines to U.S. launch systems and Russian Space Station parts to U.S. Spacecraft parts, etc etc. Screw it, I'm going to call it the X-Program. Maybe I'll actually keep track of/post this thing for once instead of just keeping my own secret notes.
  5. Okay I need some inspiration/ideas. I'm really digging my RP-0 game right now, it's extremely challenging and very well put-together (like I would love to see RO/Rp-0 released as a full ksp expansion and I would totally buy it). So I'm playing with all the supported mod packs as well as a few RO/but not Rp-0 packs that I am working out prices/nodes for. Basically this means I'm playing historical NASA at the KSC but have access to both Russian astronauts and hardware. My historical brain needs a good reason for this. I don't want to limit myself, because I want to create crazy mix/match hybrids using the best of all nations. I'm not into exact replicas of historical hardware. If a Russian engine and a U.S. probe work best, I'm going to use that. Oh and I know this kind of limited cooperation happens now, but I need a reason for it to happen in the 1950s-60s So what I need is a hook: A good alt-history reason why I have access to all this stuff. I've thought about an early cooling down of the Cold War (maybe an early death of Stalin or some such) that creates earlier cooperation between the primaries of the Space Race. Or perhaps a UN Space Exploration body that combines the best from all nations. Something semi-plausible but not crazy. If anybody has a good idea let me know. I'm not adverse to starting a new game and maybe getting KSCSwitcher and picking a more International launch site and create some kind of unified space program.
  6. Ahh ok. Thanks. So I could just adjust the costs/and or node placement myself. Good to know. (so far loving this mod, so challenging, jumped for joy when my first sounding rocket hit 50k meters).
  7. Omg I know this is an ancient post but I spent the entire day struggling with why my engines kept cutting out. I tried everything. I followed the RP-0 sounding rocket to the letter. Searched and searched forums, reddit, etc. Then I realized I had Mechjeb on all cores mod and dynamic Q on. I am almost cackling with happiness/insanity right now. Finally watched my first sounding rocket fly till it ran out of fuel. Always check your Mechjeb settings sweeties ::slaps head, rolls on floor, screams to the heavens, but is happy now::
  8. I'm curious as to how you assign research teams. I click the R&D on an engine and a window pops up in the VAB that just has the engine name but no other GUI besides "lock window" toggle. I'm playing in RP-0 is there something I must unlock first? Also at the Space Center the R&D window is blank. Nevermind: The window now shows "part data meets or exceeds.." so I'm guessing I've flown it so much it can't be improved anymore. Final Edit: Actually I just got a new set of engines through the Research and they have not yet been tested. The R&D button in the VAB just brings up a blank screen.
  9. If something is supported by RO (and historically accurate) like Near Future's nuke reactors but not by RP-0 what will that cause? Is it simply a game imbalance or something worse? I wanted to craft my RP-0 game to follow the default setup perfectly but I like Near Future engines and they seem to be supported but not the reactors (which are very much needed for the plasma engines).
  10. Wow! See there's a good hobby there. It's not like anybody else is making Apollo-Gemini era navballs anymore. I know it may be hard to justify but that is legitimately cool thing to make. I'm on a super tight budget and just save a tiny fraction of $ each month for big, crazy things and wait as long as it takes (my last PC build took 1.2 years of saving but it was totally worth it). We're almost at the point where instead of classic cars we will have people building classic spacecraft/spacecraft hardware. I mean they just released the entire nav program of Apollo on github recently. Gods now I'm imaging a "car club" that gets together sometime in the year 2100+ and chips in to build a replica Saturn 5 using old diagrams and what little info we still have (regrettable) and launching it for fun.
  11. Somehow in my mind I always saw it as a magic 8 ball even though I knew there were gyros and figured it was attached to something. Really neat. Good thing we don't have to deal with gimbal lock in KSP and break out little Kerbal sized sextants.
  12. I had the same infinite electricity and opened the config menu at Space Center and found consumption at 0. I adjusted it until it worked out nicely with RO (about 10/5 gives 20 minutes in a 3-person pod).
  13. crap typo. Nertea just released a patch of his own after I made that that came with last NFE update (I use outer planets and those RTGs drain bad on low energy transfers and his patch has default half life). Here it is again or you can just use Nertea's or edit it to whatever half-life you'd like. //---------------RLA Stockalike NearFutureElectrical RTG Decay Support--------------------// @PART[RLA_mmrtg]:FOR[RLA_Stockalike]:NEEDS[NearFutureElectrical] { !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 0.122 HalfLife = 12.35 EasyMode = true } }
  14. Any possibility of a Karborundum reactor in the future? I'm going to temporarily "borrow" a reactor from KSP-IE and tune it to run on Karborundum using the NFT electrical configs just for fun (and to create a late game power generator). I can let you know what I come up with (going to have to play with the NFT configs to make it run super hot but not blow up). Obviously I can't release this since I am likely being naughty by mixing/matching stuff.
  15. So much this. I giggled when I saw that eyebrowd-ed Kerbal. It could add so much to the portraits to make them stand out and be unique.
  16. Once I finish up my epic heavily modded-almost-RO-but-not quite career game (I want to make a viable USI space colony before I call it quits) I am planning on trying out the awesomeness of that combo for the first time. I'm totally excited. I've been "saving" RO for when I finally do all the big things in stock. Luckily I have been easing into it (use FAR, deadly re-entry, life support, basically everything but the real life scale and real fuels) and I am *slightly* confident my designs should work for the most part. But I can't wait to be forced to totally relearn how to play the game. I'd highly recommend adding Orbital Decay to it once the newest version comes out. It's tuned well for RO and the next version is including some basic N-body sim.
  17. Hehe. And here's some nerdiness: Remember that weird orbital propellant depot from the movie? (something I remember well because I thought it was an interesting concept) I remember it as like a cage with O2 tanks and fuel tanks literally strapped to it with bungee cords. The worst design. Ever.
  18. Yeah unfortunately regardless of what's being worked on I fear this the case.
  19. I used it in a "stock enhanced" game. Everything scaled as stock with alot of "add-on" mods. RSS/RO isn't required.
  20. Watching either Earth to the Moon or Apollo 13 I got that feeling when I knew exactly what that navball was doing. This one I get! It's almost a dirty secret...like a dirty magazine in a school textbook. Put up an instance of Microsoft Visual Studio behind it or something
  21. So the deeper I get into KSP the more modular my space program becomes. It's sort of like a mega-version of the old STS concept program. Modules get easily swapped and designs become increasingly universal (hab mod + long range service module + nuclear propulsion module = interplanetary spacecraft every time). I always play my career games as either a private corporation or a sort of Unified Global Space Agency. I greatly understand that competition is what gets nations and corporations motivated into space. I do sometimes wonder how much easier things would be if there was some sort of United Space Program (perhaps driven by a near-miss from an asteroid or something else to motivate it and prevent sluggishness that would pervert a global initiative). I like to imagine what it would be like instead perhaps to have some kind of Universal Serial Bus type of design to all spacecraft, payloads, and the like. Universal docking ports, standards, even if designs and origins differed things could connect with other things and make it work. Simple adapters where things don't quite mesh. Even if we still competed as nations and corporations it would be nifty to be truly cooperative enough for some kind of standard. I'd be interested if there is anything in the pipeline that anyone knows about. Perhaps this would be the big gift the Information Age could give to aerospace?
  22. Oooo that's something I've been following with interest. It would change everything if they can pull it off. I am very very cautiously optimistic, at least compared to other "revolutionary" engines/systems on the horizon. It may really bring back the viability of space-planes (although I swear the American obsession with them doomed us for 20+ years), or some kind of hybrid space-plane/launcher system. I grew up around the same time, but my interest then was limited to having a tiny toy space shuttle that my grandparents had (that I borrowed permanently). It was cool and had a little detachable spacelab. I had no idea what it was about and played with it like an airplane (ha). Then came the movie Space Camp (remember that terrible thing?? i still loved it as a kid) and I obsessed about going to space camp for soo long. I used to just dreamily read about it in magazines and how fun it seemed. But otherwise I do feel like I missed something great back then. Luckily Sally Ride had flown into space a bit after I was born so luckily nobody told me I would never go into space or it was weird I had a childhood obsession (that's a plus!!) But yes now I'm back into that childhood mode but with the focus of a 30-something myself. I wish I had my old telescope again. I wish I still had access to my uncle's model rockets (because now I would totally *get* them). I've watched Earth to the Moon a thousand times (gods so many young hot actors and so many that made it big later). Oh and the reading and reading and reading. It does bring me back to my childhood, even if there is a twinge of regret associated with it now. I really hope kids are getting these feelings from the game today with plenty of time to realize them.
  23. MM patch for Near Future Electrical RTG. I gave it a slightly longer half-life then average to make it a good long duration RTG for those with Outer Planets mod and such. Makes it a good trade-off that fits a nice niche, lower power but longer lasting. //---------------RLA Stockalike NearFutureElectrical RTG Decay Support--------------------// @PART[RLA_mmrtg]:FOR[RLA_Stockalike]:NEEDS[NearFutureElectrical] { !MODULE[ModuleGenerator] {} MODULE { name = ModuleRadioisotopeGenerator BasePower = 1.22 HalfLife = 12.35 EasyMode = true } }
  24. This sounds so awesome I am jealous. I live down the street from one of Aerojet's research facilities (they do development not testing there, meh, but it's literally 5 mins away) and have been looking into doing a tour. I want to ask if there's a "hardcore nerd" version of the tour. I also build PCs (working on transforming an acquired slim client into a linux driven super smart-TV module right now). It's interesting because ever since KSP I feel I have a more "engineering" mind now. Stuff just comes to me easier. I was previously a bit of a klutzy-ditzy type when it came to hardware. Now everything just "flows". Oh and I don't like the stereotype that women are naturally "bad" at engineering and math but we just often approach it differently. I'm not sure about others but by essentially attaching a "puzzle game" to engineering challenges I sort of overcame a bit of the stereotype myself (honestly it may have been self-imposed). I wonder if others have discovered the same thing.
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