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Altaille

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  1. I would say Kerbalism. It looks amazing, but its complexity is scaring me a bit. Incomplete compatibility with Nertea's nuclear reactors and other mods in general is also worrying me.
  2. Very interesting feature ! What is happening to ksp 1 is trully impressive ... Out of curiosity, considering Blackrat helped, does it share some code with the new ocean waves showcased in scatterer dev thread ?
  3. I am not the most talkative person on the forum, but I had to write something there. Scatterer is one of those mods that looks almost as "standard" as stock now (in a good way ), and it does a lot to make the game beautiful. What you have done there is outstanding ! I always liked the godrays (the old ones), so I really like seeing them improved. The waves ... I did not know about your prototype, I did not even thought it could be possible. Very curious to see how seaplanes will handle it Every one of these features taken alone is a big achievement, so the whole thing ... Impressive work ! My current save is lagging behind the last graphical updates (both stock and mods), and you are giving me one more reason to hurry up to do what I want (landing at least once everywhere) before moving on to a more difficult modded setup
  4. This picture should answer your question Nertea's near future construction it is ! The tank here is a big one, those ports are not as small as the picture may let you think.
  5. I verry much like this update content so far, although being able to transfer fuel between 2 crafts with a KAS-like pipe would also be amazing ! Being able to strut asteroids might make moving them around a bit less kraken-appetizing I Also like the mission idea. Missions are a part of the game that can be improved a lot by making things more dynamic (chained missions instead of having to build new crafts every time when an already deployed one could do the job).
  6. Sorry for reviving an old thread, but I had exactly the same problem and I think I have gone a bit further in understanding what is happening. Google brought me in this thread, so it might help others I have a station with 3 connected asteroids. One of the biggest class (F I think) and 2 others a lot smaller. All of them have been drilled at least a bit before addition to the station, none of them was however empty. Initially, drilling was working fine. I am pretty sure (not 100% though) that the only drills I activated were the one "into" the biggest rock. A bit later, I noticed drilling had stopped, and drills refused to start again. At this stage, I noticed one of the little asteroids was empty. If I undock the empty asteroid, I can mine again on both the big one and the other small one. That is the only way of solving the problem I found. So it seems the game (or one of my mod) does not handle properly multiple-asteroids-ships. Drilling takes into account one of the asteroids only, whatever the position of the active drills (as long as it is below asteroid surface). In my save file, the asteroid emptied was the last in the vessel block. I tried putting the part corresponding to the big asteroid after the emptied one to see if it could solve it, but the game did not like my experimental surgery operation I am running a modded install, so I am not sure the behaviour would be the same in stock. I might try it and fill a bug report if it does, but finding 2 asteroids and dock them can take a bit of time. I can use cheats to change orbit before docking to help things a bit.
  7. I discovered something today. If you have multiple asteroids connected together (same ship) and are drilling, your drill does not necessary take ressources from the rock it is "physically" into. It looks like it can decide to extract ore from a rock connected to the other end of the station. Problem is when your drill refuse to work because one of the small decoration asteroid is empty Decoration asteroid might looks like a strange idea, but some mod contracts require to do stations with multiple rocks. I'd be curious to know if someone else have experienced this.
  8. Today, I made some progress on the construction of Starzino, the most expensive casino around Kerbin. I already had some loaded asteroid-carriers on parking orbits around Kerbin, the difficult task is to now assemble it. Docking procedure with ~400 parts around is always a pleasure (especially considering my proc is not exactly a beast). Some pictures (every non-stock part here must be Nertea's work) : 3 claws to get a strong basement. Not easy to get them all attached, but with free pivot and some thrust it worked. The visible solar panel belongs to the carrier that captured this big rock here. Well, the second one. The first did not resist to some orbit change through aerobraking. It will remain attached untill its tanks are full. Then the main casino section, with housing for around 50 kerbals. I need 50 more to get that contract done. I ended docking with less than 50 dV, a bit short to my taste. I need 4 asteroids. Here is the second one ! The smallest ship is just a triple claw to secure the asteroid to the casino/station and free the asteroid carrier (which is more part heavy, and is now waiting for next mission in parking orbit) Here is the result, the next 2 rocks are on their way. 2 triple-claws are docked to the right end of the station waiting for them
  9. One of the mod I consider the most usefull (even for otherwise stock game) is kerbal alarm clock. It is really hard to manage more than one mission at once without it. I hope something similar will be stock for KSP2. I agree with the OP for some more mods that seem simple enough to be embedded into stock. Those mods do not add (much) complexity and can improve the experience for anyone : Scansat is really usefull. It is also an excellent reason of launching into polar orbits. However, by showing the biomes it removes a bit of the exploration fun to turn it into a race, roaming all biomes to get MOAR science. But that's more due to stock science system than to scansat. Kerbal Engineer : nice utility, but nothing a good interface cannot do. Stock tools are not perfect, but they have improved a lot. Transfer Window Planner : is a good utility, but learning to estimate the transfer windows from the system map is also interesting for newcomers, it helps understanding things like "why the return trip from mars is longer than the way in ?". I do use it, but mainly because I'm running multiple missions at the same time and I "pin" all the next windows available to me to help on mission choice. Without kerbal alarm clock, I am not sure I would use this mod. For other stuff (life support, automation with mechjeb or scripting, ui design), I consider it is a true game design choice : some player do want it, some are against. The choices are either to not include it, or to make it toggleable. I am not a big fan of toogleable stuff : I like when the base gameplay is the same for everyone, it makes learning and sharing easier. Developpers should never count on modders to end their work, but thay can see how active the community is, give the good tools to enable people to add more diverse gameplay mechanics and focus on making the gameplay fun, keep high modularity and high performance. Of course that is also just a point of view, but I believe that KSP is meant to be relatively simple, to enable casual players to have fun while understanding a bit better space stuff That's why I would be surprised to see complex life support or principia like physics
  10. Good news ! Maybe I am extrapolating a bit too much, but considering Bepi Colombo is relying on a lot on gravitionnal assists, I can imagine ingame tool for predicting them ? There are some more details on the ESA website : http://www.esa.int/About_Us/Partnerships/Kerbal_includes_Ariane_5_and_real_ESA_missions_for_gamers
  11. I had a similar kraken attack some times ago. It appeared after separation from a station, and the decoupling was the trigger. Alway fun to let the game make its own designs
  12. @SpacePixel I finished Deserts of Kharak not so long ago, that music is so good, excellent use there (and I love that VTOL too !)
  13. Today, I have escaped Eve surface. My exploration quadcopter managed to reach an altitude of 20km on electric props alone before dropping its rotor and going full rocket. It still was not easy, and half my RCS fuel was necessary to achieve orbit. I guess my ascent trajectory was far from ideal. My kerbals are going to spend a bit of time in their capsule while the mothership is refuelling on Gilly. Then they will probably head home with tons of science ! This architecture was quite effective, but the tower like form factor makes landing hard, and splashing impossible. Those props are from NFA, I wonder if stock BG prop are as effective. My next playthough will tell me ! But I still have some missions to finish before being ready to move on Those props are amazing. Their response time is quite slow which can make landing a bit difficult, but they have plenty of thrust. Good bye dear drone stage ! Orbit achieved ! Not on the first try though, I had to reload a couple of time, once because of overheating and once for a lack of fuel.
  14. I'm doing some biome hopping with a weird quadcopter/ascent rocket hybrid on eve. Landing stability is not very good with this form factor. But I like this first Eve adventure. Cruise is slow but steady. I also landed an isru rover near the equator for future visits
  15. I played with a big rock. Since I made the capture inside Kerbin SOI, I had to be patient to give it a correct orbit. The Mun helped me for a plane change. I also used some aerobraking, costing me this mover ship (unmanned, thanksfully) ... I had to send a new one. Orbit is still not definitive, but this will be the first piece of a refuelling station / casino. 3 other asteroids are also in tow of other movers, but this is the only BIG one. My first eve mission is also arriving. The first ship (an ISRU rover) also did an aerobraking manoeuver. I had to reload after forgetting to put the fuel in one side to ensure stability ... my next playthrough will probably be a no-reload one, but I'm not sure I'm ready .
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