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About Cucco-Master

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  1. 3-5mins, depending on the need to build the MM cache. I have 106 mods installed (GameData minus the squad folder is pretty much exactly 2gb), roughly 8k MM patches get applied. The mod collection is a pretty even mix of visual enhancers, part packs, gameplay mods and tools/basic framework (a bit of everything, basically). Unmodded installs would only take about 10 seconds to load, but since I don't play unmodded anymore, this is a bit irrelevant. I have an i7 5820k (12core, 3,3GHz by default but overclocked to 4,2GHz), a GTX 980ti, 32gb ram and my KSP is installed on an SSD (don't ask my about the specs of this device)
  2. The trick with the warp drive is to make the warp ship reuseable (which should not be difficult in case of a simple resource freighter). Of course the initial costs are still high, but someone who already has multiple mks bases scattered across the system should be able to afford one of these drives.
  3. The easiest solution would be building yourself a warp ship to make your deliveries not take 44 years. The alcubierre warp drive even comes as a USI mod
  4. Does anyone know if the funds/science/rep from the kolonization bonuses is influenced by admin building strategies (or by the income modifiers from the difficulty settings)?
  5. About 50/50. (For Earth it's about 30% land, 70% water)
  6. Someone really has to say it now: There are mods for that. For 1.: Stock Visual Enhancement, Stock Visual Terrain, Window Shine, Engine Lighting and many more ... For 2.: Principia (I have not used this one myself, but I believe it can do axial tilt as well) For 3.: Real Solar System, various rescales for the stock system and some others If you are on a gaming pc, mods are a valid solution and even if they were not, they would still show that everything you want is possible on the current engine, in the current KSP. No KSP 2 or even a rival game needed for this.
  7. The fact that I stopped playing during the time in 1.1.2, when a bug caused artificial orbital decay, should make my opinion on this topic clear. To be honest, the effect of this bug on orbits was quite a bit more extreme than any realistic orbital decay would be, but I would still say something like this has its place in the realm of hardcore realism mods.
  8. Something like this definitely happened to me when I tried to build my first space plane (well, actually it was a pathetic attempt at a shuttle replica). Reentry heat had been introduced as a stock feature just a short while earlier and so I thought heat shields were somehow mandatory. Like the OP I wondered why there were no radial ones - so I covered the entire bottom of that wannabe-shuttle with radiators instead xD. You can imagine how far I came with that contraption
  9. Have you done a scene change or similar between the gravity turn and the circularization burn? Or have you set up some consecutive maneuver nodes? Mechjeb treats the circularization burn after an ascent like any other circularization which you can manually set up via 'circularize' in the maneuver node editor (as far as I know). That means after a scene reload you will have to click 'execute next node' first, or it will just ignore it.
  10. But what happens when a player exits the game? Time would have to be frozen for them until they return so when they do, they would still be out of sync.
  11. Let's say you are in an orbit around the sun. Your periapsis is about at the height of Kerbin, your apoapsis is as far out as Eeloo. With time passing normally or with regular time-warp, you wouldn't get an intercept with any planet during your next orbit, but of course after many orbits you will end up in the SOI of either Duna, Jool, Eeloo, Kerbin or even Dres. Which planet this will be and after how many orbits it will happen is mathematically predetermined by your orbit and the current alignment of the planets. For some reason you make the calculations and then find out that you don't want to go to that planet. Well, with the non-time time-warp you wouldn't have to. By warping at certain points in time, for certain periods and with certain warp factors, you could change your position in relation to the planets at will. If you want to make an encounter happen, but you wouldn't normally reach the SOI of this body fast enough, you could speed up your ship alongside your orbit to reach the planet in time. If you want to avoid an intercept, you can warp past the body quickly, before its SOI has the chance to intersect with your orbit ... From the sun-orbit I initially described, you could freely decide to go to Duna, Dres, Jool, Eeloo, back to Kerbin, or just orbit the Sun forever - just using non-time time-warp and ... without spending a single drop of fuel! Yes, in empty space, non-time time-warp wouldn't alter your orbit, just speed it up, but in a system populated with other physical bodies, it would change your position and trajectory in relation to said bodies. And this is what completely brakes orbital mechanics. (Hope this made any sense :P)
  12. This is not an issue anymore. In the current version you can mark any KSP version as compatible and then CKAN will let you install each mod compatible with these versions as well.
  13. Unless you play on a console, you should really try out the Outer Planets Mod. The innermost planet it adds (which is probably just where you want your second gas giant to be) is a gas giant with a moon that has a thick atmosphere and water oceans - so this one could be considered "Laythe-like". They are not called Poseidon and Amazonia (their names are Sarnus and Tekto), but this part shouldn't be a deal-breaker
  14. Damn ... I've been hoping for a way to procedurally generate a fresh Kerbol system for each new playthrough, but this here is ... a few sizes bigger. Awesome job in creating this, now I need to find some more spare time ... a lot more spare time