• Content Count

  • Joined

  • Last visited

Community Reputation

15 Good

1 Follower

About Pacca

  • Rank

Recent Profile Visitors

230 profile views
  1. The only thing I thought was a little odd was the that the deployed experiments have their own power and communications; is it possible to have them use a craft for power and communication relays? I feel it'd be rather silly to set up extraneous power and communication setups around an already established relay base (which already have very few uses for electrical power once landed). That aside, everything else looks fantastic! Hopefully some of the larger surface features are still physics objects, so they can be grabbed and hauled into space! Could be fun to build advanced cargo missions to bring boulders from deep space to Kerbin
  2. I've been paying much closer attention to delta V, engine weight, and twr as of a late, and I've noticed some interesting things. To start, I've just recently noticed that the overall delta V of a craft is heavily affected by engine weight, sometimes even to the point of affecting which engines I'd prefer to use. Previously, I'd picked engines solely based on their ISP, size relative to the craft/stage, and the overall twr of the final craft/stage. However, since 1.6 added the delta V display to the stock game, I've been gradually prioritizing it over those other things. Nowadays, I'm often shocked to find that the Delta V shoots up when I use an engine with noticeably lower thrust and ISP, seemingly just because of how light the engine is comparatively. I've started using the Spark engine over the terrier in all my deep space 1.25m craft in my early science games, despite the size the difference being quite noticeable; the delta V will tend jump up by shocking amounts just by swapping into the lower efficiency engine! I've even run into some scenarios that make seemingly worthless engines worthwhile; despite the poodle appearing to be inferior to the wolfhound in a variety of ways, it actually gives the craft more delta V in many cases! I'm sure this is an obvious thing that rocket science has to take into account, and I probably look quite dumb to a lot of people right now, but I just find it fascinating how a difference in mass of 1.55 tons can make 113m/s of delta V come from a noticeably less efficient engine! I was just wondering if there was a good way to quickly quantify this at a glance looking at the engine stats. As it stands, I'm only really able to find the best engine for a craft through trial and error, since I'm not really sure how the engines weight plays into things. I've gained a general intuition for how thrust and ISP factor into a crafts design, and this new variable is getting me all confused And now for the "Kerbal" aspect of things; I've recently been infatuated with the idea of making a rocket with the highest possible twr that can reasonably be achieved. I personally find it hilarious when I make rockets that are so powerful, that they are immediately burned up before they could ever hope to hit space Does anyone have any tips for getting the most twr per part, while keeping burn time high enough to use that twr? I'd love that
  3. Funnily enough, I actually kind of hope the new suits do have tron lighting. Not for aesthetic reasons or anything, but just because it'd make it easier to keep track of them in the dark. I remember my first ever interplanetary stranding on Ike; having something other then just the forward facing lights could actually have been quite helpful there...
  4. My first ever docking attempt was, believe it or not, the one in the in game tutorial. I'll bet it took me well over an hour of fiddling and bouncing around (certainly felt like it) before I finally docked successfully. Sadly I messed up a bit afterwards and wasn't able to bring the stranded tutorial kerbal back home due to ship switching being disabled X3 I spent a huge portion of my early time in the game trying to construct very poorly thought out multi-launch rocket probes, so I immediately got a lot of practice with it. Nowadays, I can do it pretty effortlessly if I have full control of both crafts. If the docking ports on both craft are both mounted away from the center of mass, or one craft doesn't have any control, it can be quite a mess, but I can still just barely pull it off with some very careful maneuvering. I still feel pretty bad at it at times, despite the practice, but definitely better then before.
  5. Really proud of it! Love how futury it looks :3 Both sections have inflatable docking ports on them, so the ring can be docked to transport Kerbals and resources, as well as merging the station parts into one vessel so it can be safely switched away from without the ring losing collision and drifting away. Already using it to store Kerbals in space ^w^ It's not the first of it's kind though; I launched a variety of less successful ones, one of which even survived reentry and landing! Thought the ring looked pretty neat flying through Kerbins skies :Y
  6. I just realized that stock rotating parts where announced immediately after I built my first successful jointed rotating space station. Thought that was funny X3 But I'm very excited for the robotic arms and new surface features; I've always been a fan of over the top probes, and I really need good reasons to build rovers! Excited to start recreating articulated landers and rovers as well :3
  7. omg yes!!! They could literally only add what's been explicitly shown in the screenshots and I'd be insta-buying it. Very excited to see incentives for making permenant surfaces bases and actually exploring the surface! And that's not even mentioning stock hinges!
  8. I tried following this tutorial on the wiki, but there are no templates for C# in the copy of Visual studio I have, so I can't directly follow the tutorial. It seems there's a marketplace full of alternative templates, but I have no idea what they do, what they are for, and if they'll work for KSP. I can't seem to figure out how to compile anything when I mess about by myself, either. How should I go about setting it up so I can build my first hello world addon? EDIT: I just realized this may be in the wrong section. Feel free to move it if necessary.
  9. I'm trying to make small rovers with only one or two wheels, which balance themselves using reaction wheels. At first glance, it seems like an easy thing to do, considering how notoriously strong reaction wheels are in KSP. I made a few designs that had a few SAS modules, a probe core, and a set of two wheels. It works just fine if you make one and say, roll it down a hill; it stays upright and moves forwards without issue. But for some odd reason, reaction wheels seem to always react to player control, even when they're set to "SAS only"; attempting to actually engage the rover wheels by pressing any of the directional keys causes it to fall over. I tried to troubleshoot using highly simplified designs that only used three parts, a probe core, SAS module, and a set of wheels. Despite ensuring that all reaction wheels (including the ones in the command modules) were set to SAS only, it would always suffer the exact same problem. Attempting to engage the wheels causes it to stop directing itself and fall down. Releasing the keys allows it to re-right itself if it has the ability to. I'm aware that this is kind of a silly thing to do, but I want to make sure it's possible before I start working on a 3D model for a silly little item I might want to mod into the game.
  10. I'm trying to create a part based on a premade model. The only major change to the model was that it was scaled down in Blender to match KSPs' scale. I did a lot of reading and searching, and seem to have the vast majority of the work done. The part appears in game with the correct model, hitbox, and test stats (cfg copied from the atmosphere sensor, currently unchanged). The only problem is, it doesn't texture properly at all. It renders just fine in Unity, but renders improperly in game. I think I've somewhat figured out the problem; the model accepts four different texture files, which map to different sections of the model. I set all four of these properly in Unity, and it looks fine there. But in game, it seems to map the last defined texture in the list to the entire model! I replaced the last texture with "none" to be certain, and sure enough, the entirely model was re-textured to an off white color in game. I tried looking for questions that related to this problem, but I didn't find anything helpful. Does KSP support this, and I'm just doing it wrong? Do I have to jump through loop holes to make it work? Or am I approaching this entirely wrong? Keep in mind, this is my first attempt at modding KSP. I apologize if I'm not providing enough info; feel free to tell me exactly what you need to see and I'll look into adding it.
  11. I feel it'd be better to have some sort of robotic arm part that has a claw or attachment node on it, kind of like what the ISS has. It'd cover everything you'd want functionally (although not visually, but it makes more sense for space).
  12. I can't figure out what an "NRE" is, but if it's what I think it is, then I'm very excited to try out the SM-25 again :3
  13. Oh, so it's Kerbnet map is different from the Survey Scanners results? I couldn't tell the difference...
  14. I simply have no idea how to properly use this piece... I used it a lot in sandbox because it looked cool, but the actual information it provides seems very difficult to use. Having to actively monitor it and guess which section of the ground it's referring to as it sweeps past in orbit is not an easy task. I initially thought that maybe it would update the Survey Scanners color map to be more precise, but it doesn't seem to affect it all that much. The only feature I actually found to be somewhat useful was it's unique Kerbnet ore highlight feature, but that can easily be done using just the Survey Scanner instead. Initially I didn't think too much of it; being in sandbox mode starting out, I just saw it as another mediocre part. But then I started my science save to discover that it was an extremely high tier part stuck all the way in the back of the tech tree at 1,000 science points 0.o How are you actually supposed to use this part, and why is it so expensive? I feel my mining operations could really benefit from it, but I have no idea how to use it to its full potential.