• Content count

  • Joined

  • Last visited

Community Reputation

7 Neutral

1 Follower

About Rik

  • Rank
    Ballistic Missile Pilot

Profile Information

  • Location The landmass between New Orleans, LA and Mobile, AL
  • Interests Nerd Stuff (et al), Fixing Things (Old House), KSP (obviously)

Recent Profile Visitors

1,108 profile views
  1. Rik

    [1.3.0] Kerbalism v1.2.9

    @ShotgunNinja I came here to ask a question then got distracted by shiny objects options, blasted ADD. When adjusting the ranges can we use hard numbers or are we restricted to scientific notation? If we need to use SN, is it restricted to integers or will decimals work just as well? i.e. can I put in 125000 or 1e5.1? While I could just plug in numbers and see if it blows up I'm stuck at the job a lot for he next two days and curiosity can be really distracting (again, blasted ADD).
  2. This sounds pretty interesting, stock-ish but more enjoyably difficult. I guess I need to go spend some time trying my hand at patching OPM to approximate something reasonably close 'cause extra planets = extra fun.
  3. Rik

    [1.3.0] Kerbalism v1.2.9

    Hey @ShotgunNinja The sleep option could be a pretty nice addition to the gameplay mechanic and reduce background processing. Sleep inactive probes or ships to avoid malfunctions and add an initial check on wake-up, NASA had more than a few probes that where fine when they left but had issues once they tried to initialize systems once they arrived on station. You can remove them from background processing in transit but that doesn't guarantee everything is perfect when you wake it up. The sleep option could extend to other processes, put pre-staged equipment on Duna to sleep to take it out of the background processing while your crewed ship is in transit or you put your mapping satellite to sleep after it's mission is complete taking it out of processing but leaving the option to turn it back on later if you need to use it as a relay. Orbital stations or ships could be placed in sleep mode when empty or all Kerbals are frozen to simulate a caretaker status, the crew may need to fix stuff when they get to the ship/station wake up but it reduces the necessary tracking in the interim. Probably a little more complicated since it may need to check for Kerbals and disable the sleep option when they're present. The only loss to Kerbalism gameplay impacted by pulling sleeping craft from background processing is EC consumption, that could probably be explained away as reduced requirements while in caretaker mode or some other purely made up rationalization. Just a thought born from the last few entries.
  4. I guess I'm going to go learn one of the auto-pilot mods so I can try to build a heli-carrier to launch and recover space planes; the cable arrest system may be a little problematic. Purely my own idea of course, no relation to any comic/movie heli-carriers.
  5. Rik

    [1.3.0] Kerbalism v1.2.9

    Before I embrace the pain that is Apex. Continuous accumulation implies interesting implications for the Civilian Population mod. Would the Inkerbable Hulk turn pink and take up more space? Could a four armed Kerbal get a buff to his/her Engineer start level? Would extra eyes improve Kerbal piloting skills by enhancing depth perception? Obviously none of the preceding where serious requests or ideas, I was really just avoiding work for ten more minutes which I now have to go make up... blast it.
  6. Rik

    [1.3.0] Kerbalism v1.2.9

    Thanks, that will make it much faster. Now I have to go build a functional form using impossible processes in an end users' imaginary world while attending unnecessary meetings. They skipped this part back when I was in school or I may have considered a different major.
  7. Rik

    [1.3.0] Kerbalism v1.2.9

    @ShotgunNinja Just a quick note to say thanks for all the work going into this mod. I got to reduce mod volume/maintenance while adding radiation and solar storms so I have additional planning considerations like the Van Halen belt leaving LKO (I know wrong name but in my universe Kerbals are huge 80's hair band fans). If I can break away a little free time I'll build mm patches for some of my favorites like Dr. Jet's dual-axis tracking solar panels and Blue Dog's probes and antennae and send those your way. This week my Jira look a little like "Of course I can do that, I'm the expert", so it isn't likely before the weekend. Quick questions. If I'm reading things correctly radiation isn't permanently cumulative. Is it reset on any planet with a magnetosphere or just Kerbin? Just curious, still early in a new career game but Jeb's been through the Van Halen built a few times and I'd like to let him know it's safe before he and Mrs. Jeb try to have Kerbalkins. Back on track. Thanks for a pretty amazing consolidation of processes, the only thing I would change is shortened radio ranges to force more relays and that should be doable with an mm patch on my end.
  8. Thanks for the correction but I didn't ask for an update. This is an amazing mod I simply stated it doesn't appear to be any less needed once 1.1 comes out, stock aero in the pre-release feels just as off as 1.05.
  9. The 1.1 pre-release is actually for crowd sourced bug hunting, some modders with access to the pre-release are using this time to get ready but that isn't the stated purpose. Pretty brilliant on Squad's part, even if only 1% of the people with access contribute you get hundreds of hours of unpaid QA effort every week by workers enthusiastically hunting bugs and happy to be helping. I'd like to add that with the twenty-ish hours I've managed to peal out of my current schedule for testing the pre-release, @ferram4 your mod is no less needed. This may be just a pre-release and not an accurate representation of the final product but stock flight physics feel just as broken as 1.05.
  10. Just a quick note to say thank you for this mod. Playing with 1.1 doing a little bug hunting everything feels bland, all the Kerbals are clones - the skybox is boring - all the little visual tweaks missing. I think I'll stick with playing 1.05 even after the official 1.1 release till you have time to bring this fully up to speed. Thanks for making a fun game capable of being much more visually stimulating.
  11. Rik

    Video Wednesday: Kapollo 11!

    Beautiful timing on the "gave me a window to look out of" shot and as is always the case I'm pretty amazed at the level of simulation detail possible with KSP, it's why I love this game.
  12. Rik

    Sigma Dimensions

    Days are still 6 hours or 24 hours in setup, when I increase the size and slow down rotation those values are still used to calculate days, By KSP's logic with DayLengthMultiplier set to x2 Kerbin takes two days to turn once on its axis, not a deal breaker (still my favorite mod for breathing new life into the game) but it does look odd. I'm not even sure if that logic is accessible, just a thought.
  13. Rik

    Sigma Dimensions

    @Sigma88 arguably my favorite right now, even my "stock" game has orbits x2. My only addition (if it's possible) would be to have the days adjust with "DayLengthMultiplier", it's a little odd looking when my days at x2 are 1 day, 5 hours , and 57 some-odd minutes.
  14. Rik

    Sigma Dimensions

    I reduced the boominess of increased atmosphere thickness by playing around with atmospheric heating in the settings. On a 3.2x rescale with atmos at 1.32x and using FAR I reduce heating to between 80-90%, at 100% I consistently turn those poor, brave Kerbals into fireworks regardless of reentry attitude. Thanks for the mod Sigma88, I'm having way too much fun jacking with the planetary and orbital radii, just getting to the Mun is hard for the first time in a while.
  15. It's usually a pretty good sign when the bug "tide" changes. At least it increases the chance that the light I see coming down the tunnel is experimentals and not an oncoming train.