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Tonas1997

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Everything posted by Tonas1997

  1. I can see how a "buying resources" mechanic could kinda solve the problem of having no direct monetary funds to worry about (well, sort of). As a RSS/RO career player, I also think there should be a money-driven progression gamemmode; like so many others already said, it imposes a lot of constraints and forces you to think beyond delta-v when deciding on launch architectures. Should you go for distributed lift (Direct proposals), monolithic all-in-one launchers (Apollo) or a mix of both (SLS/Artemis)? Does it make sense to fill up your pockets to unlock that lander part by doing commercial launches? I could give examples for hours. In any case, a resource-driven system where parts don't cost money but cost specific resources which you can buy or mine for would bring the whole economic dynamic to the game to a different layer, therefore not getting rid of it entirely or changing it beyond recognition. If, for instance, you check out SmarterEveryDay's excellent ULA Rocket Factory Tour video, you can see how it all starts with resources. Aluminum, stainless steel, carbon composits... the final "price tag" of the rocket is just an amalgamation of the costs of the materials, labour, processes, installations, services, bureaucracy and so on. I personally wouldn't mind a material-based career mode that extends the funding mechanic by adding this extra layer of complexity. I reckon this would have more of an impact in the early game, when the prospects of space mining are still a distant dream - but down-to-earth space programs are fun on their own as well, and I think it would be quite satisfying to progress from old, boring commercial/institutional contracts where you have to manage a stockpile of money/resources to a post-scarcity type of world where you can mine the resources by yourself instead of buying them from the Kerbal Resource Emporium, Inc.
  2. Well, it didn't crash, but it froze. RAM usage went up to 98% on the "calculating Delta-V" stage - possibly even more, but even the task manager was clogged up at that time. Anyways, here are my specs: RAM: 16Gb CPU: i5-8265U HDD: 1Tb, about half of which is free
  3. Sorry for not getting back at you, but it worked! Sadly it ate up all my memory and froze my computer when I tried to calculate a transfer with 3 gravity assists, so next time I'll go lighter on TOT
  4. Also, possible UI bug: contracts that have have more than a simultaneous instance (maxSimultaneous > 1) will have their HasResource parameter displaying incoherent values:
  5. Conformal Decals can be placed in procedural fairings! There are some issues with symmetry (e.g. the symmetrical counterparts of a decal placed on a single cylinder part will be floating on air), but it's nothing you can't fix by using 2+ attachment nodes
  6. Some more ideas for the semiotic decal, thinking about those players who use more exotic mods (like myself) Warning Signs for Tomorrow
  7. Gotcha. I'll probably try and use the pre-existing textures as flags, then. In that note, can the flags have any resolution/aspect ratio? I'm asking because, right now, I have two texture sets: Agency logos: RealAgencies/Assets/Telecommunications - 256x160, white background. They are not in a "Flags" folder, but get recognized by ConformalDecals as such, possibly because they're assigned to agents. NEBULA decals: RealAgencies/Assets/Nebula - 512x512, transparent background. These are the ones I want to port to conformal decals (as flags), because of their higher resolution and transparent backgrounds. If I'm correct, and if I want to keep both white (for the Mission Control menu) and transparent (for the decals) background logos, I'd end up with a cluttered "choose flag" menu containing almost duplicate textures, right?
  8. I'm making a sort of a RealAgencies mod and I've been working on NEBULA compatibility patches. Needless to say, I'm pretty stoked at how your mod makes decals that much easier to use Now, I was looking at how to add those custom files to Conformal Decals, and got a bit worried when I discovered that all textures seem to need to be bundled on the same file, with the B9PartSwitch module defining each texture variant with an offset. Since I already have dozens of separate PNG files for each agency's logo, I'd like to know whether or not it is possible to just reference each texture file separately.
  9. Apparently there's a hardcoded limit to both variables; I just changed them, recompiled the DLL et voilà!
  10. I'm trying to increase lightining range, but changing lightRange like this @PART[*]:HAS[@MODULE[EngineLightEffect]]:FINAL { @MODULE[EngineLightEffect] { @lightPower *= 1500000.0 @lightRange *= 1500000.0 } } doesn't seem to have any effect...
  11. Thanks! So I assume the "thermal" mesh on the Barça is the black center core, right?
  12. I want to try and add TU support to the Barça and Vorona probe cores, but since they lack a FStextureSwitch2 module I don't know any of the mesh names for either parts. Do you mind giving me a quick reference for those?
  13. This whole discussion reminded me of this section from the Principa FAQ: So no, apparently if you want the full set of Lagrange points between two bodies you can't have them on rails.
  14. Is it possible to match and update values of a specific module's curve-like node? I'd like to go over any parts containing this module MODULE { name = TestFlightReliability configuration = Aestus reliabilityCurve { key = 0 2.72727272727273E-05 key = 3000 1.70454545454545E-05 -9.25324675324678E-10 -9.25324675324678E-10 key = 10000 1.36363636363636E-05 0 0 } } and change the curve's values for key = 0. EDIT: I should make it clear that I want to apply a multiplier to that curve, so I need to somehow obtain the second value (2.72727272727273E-05). Is it posssible to do this?
  15. I just tried to run TOT for the first time (yes, I followed the instructions) and... nothing happened. The process is running in the background, but no window pops up
  16. Is it possible to implement a way to randomly select an agency from a subpool of agencies? From what I understand, we can either specify an agent or leave it blank - in which case a random agency will be picked for the contract. I'm trying to make it so that contract groups have a subset of agencies their children can pick from. For instance, we could have something like this: Exploration (landings, rovers, flybys, etc.): NASA, ESA, Roscosmos, JAXA, ISRO... Commercial satellites: Intelsat, Eutelsat, Hispasat, Iridium, Al Yah... This could be achieved if contracts were able to pick agents at random from a subset of all of the game's agencies (possibly those assigned to a group) vs. the full pool. Is there currently a way to do it, or is it even possible to write this into ContractConfigurator?... EDIT: looking at the source code, this should be possible by adding a dummy field to an AGENT config node specifying its group. Afterwards, ContractConfigurator could loop through all of the agencies assigned to the contract's group, randomly picking one. Am I correct? EDIT EDIT: would a simple Random() function applied to a list work? EDIT^3: why isn't this working?
  17. When RealChutes says "pre-deployment altitude" does it mean ASL or terrain-relative? I'm configuring a Mars lander and this information can be vital
  18. Thank you for such a detailed reply! I looked through your channel (btw, congrats on the new sub :D) and this one got my attention. It's remarkable that the mod seems to perform well enough over hundreds of kms of downrange distance; that being said, was the wobbliness near the end of the video caused by PRE or Mechjeb piloting?
  19. The latest version seems to work, thanks I have a couple of questions about RO and PRE. Like I mentioned, I play with RSS, meaning the distance scale is much larger than stock. In your experience, which is the maximum "safe" range for relatively simple rockets such as first stages? Would RTLS/ASDS landings be feasible (so something like a physics bubble with 500~700km in diameter?) Also, and correct me if I'm wrong, but since the game coordinates are centered on the active vessel, and assuming I have a large physics range, wouldn't that make big ships and stations that are loaded at such distances to be immediatly broken apart due to floating-point precision errors (AKA the kraken?)
  20. You mean PhotonSail? I'm also looking for a 1.8.1-compatible mod that allows for persistent thrust and can't find any (apart from KSPI-E, which only adds such behaviour to its own parts)
  21. I hope we don't end up without a proper career mode with funds, goddamnit.
  22. Can anything be done about the SuperDracos having a ridiculous spool-up time, or is it a game limitation?
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