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Posts posted by automcdonough

  1. Why? While similar, its filling a very specific niche in the game, and has a separate author from the KAS guys. He had other stuff in development too, aside from the KASPAR racks that would probably be added in the the mod. What would nothke gain (perhaps aside from a little bit more traffic) from having his racks be merged in with the KAS stuff?

    Understood. But what does he have to lose? Maybe direct packing is a stretch, but there has been a lot of collaboration.. And ideally it will act as if it were an included part.

  2. Been working on a brand new science experiment. Since I added the Dual Technique Magnetometer early in development of this mod as something very similar to the stock science parts, it's time for that part to really come of age. You can record information about the magnetospheres of all the various planets/celestial bodies and send that information back to Kerbin for additional science points.

    Screenshot from LKO so I don't give the game away completely:


    Looks amazing!

    My $0.02, the sensors should come in fairly early. Science lab a tier after the materials lab. The nukes and ions roughly similar tech levels as stock nuke and ion. thermal engines one or two tiers after that.

    The warp and antimatter drives should't even start until the stock tree is over with, super high tech stuff there. Then the particular upgrades even further down the line, need extreme amounts of science to unlock them. Even if it means having to use a 2nd part as the upgraded version..

  3. As it stands, you can get 100% of the science points for physical experiments just by transmitting data, you just need to do it a lot more than returning samples.

    I agree returning samples needs to be encouraged, and I agree sensors should not be less than 100% - it simply seems artificial at the moment.

    Um, I don't think that's true. The experiments counts as 'ran' either way, right? If you transmitted the samples 10 times vs physically returned it 10 times until it's totally cashed, the transmitted ones would total 20% of the points.

  4. I agree that recovered data from goo, soil samples, material samples, etc should be MUCH higher when it's physically recovered rather than transmitted. As it stands it's already enough of a hit you would only do that if you realized it became a one-way trip.

    Data sensors such as temperature, things of that sort should all be 100%. It's just data either way, right? Why the science loss? I feel that datalogging type sensor devices should not only have a 100% return rate, but have an option to periodically/automatically transmit if power is available. This should be incentive to send an unmanned probe somewhere to collect readings before sending a manned mission.

    EVA report, I suppose someone telling a story vs written account is debatable.. but crew report is 100%, why would EVA report be less? Not much issue here either way. I'm mainly just concerned with the sensors, data is data.

  5. Just tried it myself with a proper re-entry...

    ...then with a silly re-entry.



    Something's definitely amiss here.

    I think it ties into the whole business with the parachute doing funny things when KAS'd. When I load the quicksave with the kerbal out next to the ship, carrying the parachute, then if I place the chute on the ship, the ship flies off and disintegrates. If I drop the chute, the chute disappears and the kerbal loses all RCS traction - drops out of physics, essentially.

    Because Kerbals aren't completely immune to air resistance normally. This must be a side effect of that.

    I had another one where i had a guy EVA and grab a chute from the bin. Then switched back in the ship and gunned it, intending to leave him stranded there. There was an explosion noise and it said the link between the chute and the ship broke? Some strange invisible link must have been active still. I don't really get it, he was clear of the ship. I switched back to the stranded kerbal and he didn't have the chute on his back anymore.

  6. The radial parachute is absolutely impossible to use, either in space or on the ground. On the ground it clips into the floor and pops off, causing an interface error where it doesn't count as detached. In space it causes the suit's RCS to become useless until it is dropped - any kind of directional movement becomes impossible as the kerbal starts spinning out.

    The only way it can be used is if you are on a re-entry trajectory, in which case you can get out, grab it, and deploy it. The drag from the parachute is greater than that of the kerbal, so it actually meaningfully contributes to slowing down. In order to properly re-enter you have to have a really shallow trajectory though. You can't re-enter hard, because you will not slow down in time.

    On that note, perhaps KAS can have a sort of a deployable re-entry chute? A compact pack that opens high in the atmosphere as a drogue, and opens fully at 500m as normal. No need to even let it be radially attachable, except perhaps as a tiny probe chute.

    Maybe if we make the smaller nose cone style one grabby it'll work better than the radial mount.

    And no, the kerbal did NOT slow down. even on an aerobrake style orbit where the low point was under 10k, he just cometted through and the ap didn't drop by a single meter. watching the speed it was just gravity based acceleration as he got closer to kerbin and then decel as the altitude increased.. atmospheric drag was invisible to him.

  7. The parts that have physicJoint set to true are the ones that cause the kerbal to spin. From what I've found if you want a part to function while attached to a kerbal then it needs to be true to work (ie for parachutes, septons). If you change it to false then the kerbal will handle like normal. if you hit ctrl+k and then ctrl+click on the part in question you can change that setting in game. So you can move the part with it set to false and then change it to true when you want to use that part on the kerbal.

    I'm guessing your parachutes have physicJoint set to false, try changing that.

    Yeah if their jetpack is on they will just waste fuel while being swung about!

    I'll try it. But from what you're saying, if it was false then he should not have spun out of control trying to jetpack. If it was true then the chute should have slowed him down!

    Has anyone else tried this??

  8. some observations. some might be bugs, some could just use tweaks, some might just be how the game is.

    And this apparently works.


    I tried to duplicate this experiment.. both of your creations actually.

    creating anything in space is REALLY tough. a lot of the parts cause the kerbal to spin out of control because he's off balance once the part is on his back. all you can do is turn off the jetpack or drop the part. the parachute does this consistently.. Also I accidentally slapped the RCS block on the back of the kerbal's helmet. apparently that was a one way trip, had to get another one but he was off balance and gave up on it. I don't know if there's anything that can be done about this, he just spins himself whenever you turn the jetpack on. not all the parts do it.

    the parachute physics (or any atmospheric physics for that matter) don't seem to apply to the kerbal. Despite the chute being deployed like it should he continued accelerating until hitting the ground at nearly 3k m/s.

    reeling someone in you have to be careful.. poor guy was being whipped around the ship like a ball on a string, faster and faster as the winch length got shorter. when it was about to park/stop the winch busted off and sent him flying away form the ship.. then i see there was no pack fuel. was he using it to fight the winch the whole time? hmm. I should have paused the reel and tried to slow that spinning down but i admit i was entertained and just wanted to see what happens.

    the grapple hook doesn't work on kerbals, just bounced off him. I didn't hear any screaming but he's in space. reeling that in took some work.. kinda the same thing happened but it wouldn't "park" itself, just kept bouncing around at 1ft length indefinitely. that thing needs to lose energy when it hits the winch base/surrounding objects.. just kept hitting retract until i got lucky.

  9. Correction, further research suggests the appropriate value of breakingForce/Torque for 2.5m stack parts is 200.

    A factor of 10, that would explain it! I also think it wouldn't hurt to up the crash resistance, I see a lot of 12's. It's not like it's a delicate fuel tank or anything.. it's likely to often be sandwhiched between heavy fuel tanks and thrusters so needs to be built tough. And it does mostly appear to be a ring of metal with the lights tacked on.

    Personally I would like pale blue cold color, or the option for pale amber warm light color (mostly white in either case). I would probably never set it to other colors like red but I guess the option is nice. A few preset buttons to click should be good enough, it seems like something you would only set once. Like I would just toggle between amber and blue depending on the looks of things and keep using little nav lights for colors and blinky stuff. It makes a perfect area flood light for lander.