WuphonsReach

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About WuphonsReach

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    Sr. Spacecraft Engineer

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  1. I usually create a copy of my KSP directory with just UbioZur Welding installed along with just the part mod (if non-stock) that I want to weld. It cuts down loading time drastically. Once I have the part finalized and I'm happy with it, I'll copy it over to my primary play directory.
  2. (running BDDB master branch in 1.4.5) I don't use the kicker SRBs because I find it easier to just use LF/Ox engines that have more control. Even when I'm low in the tech tree I have not used the kicker SRBs. I do heavily use the 0.935/1.875 radial SRBs along with a 1.5-1.8m central core LF/Ox tank. Seems like I have enough LF/Ox engines unlocked (even in CTT). I'm not one for building replicas though, so it's a mix/match of Tantares, stock, MRS, SpaceY, BDDB.
  3. Wishlist items: An "empty" button that would drain the selected part of all of the selected resource. Pushing it to other parts of the same vessel (according to flow priority?). I like to empty out various resources from a ship prior to returning to Kerbin in order to maximize the amount of resources in orbit. Increase the height of both windows so that I can see more like 8-10 things at a time to select from.
  4. WuphonsReach

    [1.4.x] Stock Antenna Balance - July-29-2018

    Pushed out 1.4.4.0 (just in time for KSP 1.4.5 to release, go me). It should still function just fine in KSP 1.4.5 (and probably works fine in all variants of KSP 1.4 and probably KSP 1.3). I did not get a chance to look at @canisin suggested adjustments yet.
  5. There are two or three other packages (listed in the KRASH thread) which are dependencies and have to also be installed.
  6. Well, my personal settings are: https://gist.github.com/WuphonsReach/c350695cff3cc11f59772f0da5f2cdb7 Four to eight years before you get a vessel into orbit (if you start with 15k funds and zero science). Twenty to thirty years to escape Kerbin's SoI. I usually have comm sats and science probes at Duna/Eve by about year 25. I do play with CTT, so upgrade points are more plentiful, but I need more science to unlock everything. But I also have various part packs installed that add more science experiments. The upper limit on purchasing upgrade points is higher (money/science sink for late game). Vessel build times are measured in hundreds of days for the first build, gradually going down to 50-250 days (part re-use, more VAB build lines, faster VAB build lines). Rolling out to the launch pad will take tens of days. It will take more upgrade points to get science speed up to 1/day (300 point node takes 300 days). If you're researching multiple nodes at once, the lower priority nodes research slower. Stage Recovery + Kerbal Alarm Clock + KRASH + Scrapyard + ScienceParamModifier (to nerf Mun/Minmus values) work well together for this. You're going to be jumping time forward 100-300 days at a time the first 20-30 years. On the flip side, you spend more time in the lower nodes of the tech tree, which forces me to be creative. This also makes using life-support mods harder because you can't build a rocket to re-supply Jeb on a day's notice. (There's a folder in "GameData/KerbalConstructionTime/KCT_Presets/" where you can put additional preset files or keep your own copies of the existing presets.)
  7. Balance it in what fashion? What's your balance goal?
  8. Looking at the part, that probe core does indeed have two antennas. The 5km antenna is used during lift-off, then once you get above ~50km, you'd right-click the part and extend the 2nd antenna which is the one with 62.5km power.
  9. UI scaling is working okay, but not great on a 4k display. Anything above a value of 1.2 causes some values to wrap in the various orbit/surface/vessel windows. There's a few handful of values that have issues at 1.3 scale (e.g. the LAN) and a lot that have issues at 1.4x (Vessel wet/dry mass, angle to prograde, G force, inclination) and above.
  10. Parse results for the master branch as of today. Nothing stands out at the moment, but I'm still looking at it. https://docs.google.com/spreadsheets/d/1axgs3b5hIq_haGTgmcuim6GYd4HfIxlqHBECQ7DI49M/edit?usp=sharing This has antenna data and probe core information, from a vanilla copy of KSP 1.4.4 w/ just ModuleManager and BDDB installed.
  11. @CobaltWolf Ah, that makes sense. It just looked odd in the change log to see a fuel tank with a probe core. I'd lean towards making it a probe core with some fuel rather than categorizing it as a fuel tank with a probe core? (Currently running off the BDDB master branch in my save.) The omnis with the long range and low EC/Mit (most KSP antennas use 5-7 EC/Mit) is tricky. Adding a bit of EC storage here or there may be what is needed (so that there's enough EC to transmit a 2Mit packet). Maybe I should parse the config files, looking for command cores along with their EC storage values (plus mass, costs). I have a tool to do so.
  12. Possible oddity in that one of the fuel tanks is a probe core? https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/master/Gamedata/Bluedog_DB/Parts/Delta/bluedog_DeltaK_ShortTank.cfg See this for the diff that changed it since the last release: https://github.com/CobaltWolf/Bluedog-Design-Bureau/compare/v1.4.2...master#diff-d93c7565b2313a7125c34606d6d353e9
  13. WuphonsReach

    [1.4.2] Contract Configurator [v1.25.0] [2018-04-15]

    Has the calculation for maximum acceleration changed? (link to the full contract) PARAMETER { name = ReachState type = ReachState title = Must not be under acceleration maxAcceleration = 0.5 } The behavior that I'm seeing in KSP 1.4.4 is that if I time-warp, the parameter ticks over and the time remaining starts counting down. But if I'm running at 1x speed, the parameter is no longer valid and the timer resets. So I'm having to time-warp, set a KAC alarm, then go back to the space center (while at 5x/10x/etc.) to keep the timer running.
  14. Pods are not per-biome (the hammer may be, but [X] Science would tell me for sure). I usually launch out 3-6 on descent in various directions, with a variety of powers. So one to the N at 100%, one to the S at 100%, one to the E at 50%, one to the W at 50%, one to the NE at 75%, one to the SW at 60%.
  15. I recommend looking at Celestial Body Science Editor: https://spacedock.info/mod/136/Celestial Body Science Editor I also play with CTT with a moderate game difficulty and will turn down the science returns on Minmus/Mun/Kerbin. (The other thing I do is play with KCT with really slow settings, a custom config I made, where it takes 10-15 years to get past the 90-point nodes.) Have the hammer on the probe/ship. As you descend to the surface, fire off the pods sideways but upwards at 500-1500m AGL in different directions. Expect about half to two-thirds of the pods not to survive. Once you land and the distant mods no longer move, use the hammer portion like a normal science experiment. (I did some experiments with the pods a while ago in this thread. KSP physics kraken ate pods no matter what I tried.) You get more points the further that the pods are from the hammer.