Jump to content

Sesshaku

Members
  • Posts

    172
  • Joined

  • Last visited

Everything posted by Sesshaku

  1. I would save for a PC. My problem with Kerbal on a console is the same I have with games like Skyrim: WHAT'S THE POINT WITHOUT MODS? Like seriously, I wouldn't even touch KSP with a stick if it wasn't for mods. Even small mods like PreciseManeuver make a HUGEEEE quality of life difference.
  2. One thing I would love, if to have the experiments deliver actual data that can be read and that comes with a real life explanation of sorts. What I am saying is: when you read all the data you've collected, you can actually learn stuff about how planets are composed, how gravity works, how space radiation works, etc. It would be like an optional encyclopedia for learning.
  3. The problem with the logic of the thread, is this: Cyberpunk got delayed too.....A LOT. And it was clearly not enough. So getting delayed from Spring to 2022 usually indicates the same that all the delays from Cyberpunk did: they have A LOT OF UNFINISHED WORK. And here is the thing. Delaying a game per se doesn't mean anything. There are 2 types of delays: when you already have a finished product but decide to polish it even more, and when you DON'T have a finished product so you're forced to delay it. KSP2 it's not a bug fixing delay, it's a delay because they're not even close to a finished product.
  4. Is there any plan for integrating this mod with MAS IVA?
  5. This mod is awesome. I wish there was an updated guide on how to design IVAs for newbies. We already have a lot of capsule mods, we already have this mod, props designs, and yet so little IVA mods.
  6. It's almost 100% garanteed that yes. Eventually KSP2 will replace KSP1. I'm sure there'll still be a community, but just like any other game, it can't be upgraded forever. The delay news also seem to imply, they intend to have KSP2 as a "base game" for constant DLC and upgrades, so i guess they want that one to last for as long as the first one did.
  7. Yeah, screw money! let's make a niche game even more of a niche product, that'll show'em! screw consoles! screw expanding the market! screw the long term sustainability of the studio employers! Make a game just for me! Now the main thread, I 100% support Early Access. For 3 reasons: 1º: Most of the people that will try EA already know what it implies. Kerbal is a very specific game that attracts mostly a very specific type of player. Now, obviously, I would make it a restricted EA, for instance, only for people that have 100+hours on KSP. That way you could avoid the "this game is a mess" press from new players. 2º: The length of time between the announcement and the new release date it's just too long. We've been waiting a lot now, even got some snippets of gameplay. 2021 was ok, but 2022 it's just too much. We need something in between. 3º: This is a game that could benefit from players testing the game. Because this is a game that encourages players to test the limits stuff. And we've all seen the crazy amount of ideas people make on KSP, there's no closed studio testing that could prepare them for what's coming.
  8. I would like that option. Competitive multiplayer is fine, but for me KSP would be more fun as a colllaboration. Specially if I'm planning to introduce my father or some of my "not so space enthusiast" friends to it. Also it doesn't have to be boring if it's properly designed. For instance, it would be nice to have different task, a scientist kerbal must control X, a pilot must control Y, an engineer would repait and build Z. It would also allow a more realistic Apollo mission approach, with someone landing and the other one doing orbit experiments. It could simplify base building, it would make technical problems more fun. It could provide someone assisting you with data when making complex maneuvres, etc. I also think the collaboration system would work better if the coop flight was 100% IVA first person. That would mean, just like in real life, a copilot managing some of the task would be useful.
  9. Yasssss!....Please make IVA functional and more realistic looking, like the RPM or MAS mods. Or at least make sure that is still possible to mod. I freaking love playing the game from the IVA interface.
  10. What an absolute moron I am. When I read this I said: what Liberator? Couldn't find it anywhere. Then I remembered the tech tree. You see, for months now, I no longer had anything else to unblock on my career save, all the extra tech from the community tree was blank. So for some impossible to rationalize reason, in my mind I never even considered the possibility of not having everything unlocked. Now I see I had not one, not two, but THREE more advanced nuclear engines blocked by two technologies. Lo and behold I now have 11k of delta V. Which is exactly the delta V I wanted. I AM SO SORRY for wasting everyone's time.
  11. I'm sorry, I took those pics improperly and I don't remember which one was it. I'm sure it was a cryo something. I edited the above post with the results after a clean install to make sure everything is as intended. Also, to be clear, the only thing "wrong" with the mod was the upper mentioned EC glitch that made me loose all the LH2 fuel while warping. But thanks to the patch that let me disable the evaporation mechanic that problem is gone. So the only thing left is to know if I can get just a tiny bit more delta-V without creating a larger structure. PS: I will say this, while making the above edit, I noticed my KER install doesn't seem to work fine with this mod. It didn't register the delta v of the engine stage, instead I had to rely on the stock delta v calculator. Take this for example, KER doesn't register the delta-v of stage 4. So maybe something was wrong with my KER installation in the picture you mentioned.
  12. The stock nuclear engine pic is done with ....I forget...either a Tundra or Tantares fuel part. Those tanks can be changed to either LFO or LF with another mod called SimpleFuelSwitch. Is that mod incompatible with this one? I can't tell you right now which engine it was on the pic with your parts because I was just moving pieces to see if any provided a reasonable result. I think it was one of the criogenic engines with dual boosters in LH2+O mode (the fuel parts were made according to that one). Tell me what you need me to do in order to give you more information and I'll do it. And if not, give me a sec, I'm opening the game again, and I'm gonna edit this post with a couple of pics with each engine and the result I get, to see if indeed there's something wrong going on with the engines. Edit: Just to be sure, before testing I made a clean install of all the mods. And it seems to be working a bit more reasonable (1 / 2 / 3 / 4 / 5 ). Still, this is with evaporation mechanic disabled to avoid the EC warp trouble. And with a quickly made ship, that although fits all the standards for the mission (cargo with lander, food, oxygen, water, and enough area for stress release), doesn't have any of the electrical requirements of the evaporation mechanic, solar panels, antennas, rcs, radiators, etc. After I polished it a bit and made it a little bit more "complete" I get this. Don't get me wrong, that's an impressive delta v for such a light weight, but still, it's below 7000, that leaves me with little room for mistakes and exploring. Is there any way I can manually adjust the values just a tiny bit, to get, let's say something between 20-30% more delta v? Again, thanks a lot for everyone's help. And I might as well just mention, that my "troubles" aside, this is a fantastic mod, with great mechanics and amazing artwork. The visual diversity of the fuel tanks and the engine animations are top notch. Good job.
  13. I tried it before reading your post and instead of creating a cfg, I just added the line you gave me to one of the existing patches. Seems to work. Thanks! Now, back to business. I'm trying to redesign the whole mission. And again, I just can't seem to make it "work" in the sense, that it still seems to require too many pieces for too little delta v. Here's a pic I must be doing something wrong, because I can get the same delta v with a far more simpler (and lighter) stock nuclear engine. The only advantage I seem to get is a little more TWR. Is there any way I can make my own version so that the engine performance per fuel unit is more effective? Because I'm looking for something that allows me to make longer missions, but without requiring too many parts. If the kraken was more stable then I wouldn't mind the current balance, but anything above 400 pieces becomes too unstable even for my i79700k. And I can't seem to make it simpler. Oh shoot, that explains the EC bit. Thanks in advance to all the people helping my inconsequential problem.
  14. Oh, that's neat. Thank you for your quick answers. Unfortunately, not only I'm a nuisance, I'm also not a programmer. So quick question though, how do I apply the patch? Do I add the @PART bit somewhere in cryotanks folder? Also, the part of fuel consumption, is it decided on the "ratio" part that I found here? PROPELLANT { name = LqdHydrogen ratio = 1.0 DrawGauge = True } Without evaporation and with half the consumption I'm certain I can reduce at least 30 parts off my ship. I also think I'm gonna reduce the m2 per kerbal required on kerbalism, and likely making it "more tight" in terms of food,water and oxygen. Which removes some realism, but at least won't make me feel like I'm playing on a potato.
  15. Yes I did make sure both the engines and the fuel are of the same type. The real problem I'm having is this. Between the massive fuel consumption and the "evaporate" mechanic, I can't seem to actually make an interstellar planet that "works". Let me rephrase it. I can make it work. But it's just too big a ship and the game starts to perform annoyingly. Before the usual "you're designing the ship with too many piece" keep in mind, I'm using kerbalism, so I have to account for food, oxygen, waste, nitrogen, water, living space, radiation, redundancy, etc. In other words. I was hoping for a mod that allows me to just put 1-2 of the huge spheres of LH2 and be done with it, but no, If I want to reach Jool and come back I have to use like A LOT more than that. And the total piece end up being above 500. Here are some illustrations of my situation. Now, the pics may look fine, but the performance ain't great. Photo 1 With just the fuel part. Notice I ended up "cheating". By overpiling fuel in unrealistic ways, there are also "hidden" pieces inside the pieces. Photo 2 Once I have the complete ship. I am having the following troubles (but this is not the mods fault I always have trouble with this): the amount of Electric charge I have (around 65-85K) depletes for some reason during warping. Which ends up "evaporating" the fuel, which ends up reducing even more the efficiency of the engine. There's an extra that allows you to use LF with the engines, but is there a way of maybe just reducing the LH2 consumption or eliminating the "evaporation" mechanic. I think that with a combination of those two, and a huge rework of the overall ship I could substantially reduce the pieces amount. Is either that, or just accepting to drastically reduce Kerbalism mechanics, specially the m2 stress requirements, which is the one that adds the more complexity. Still, I really hope the developers make a far better engine for Kerbal Space Program 2, Unity doesn't seem to be capable of dealing with more complex ships.
  16. Quick question, I'm stacking ABSURD amounts of fuel for one of the engines of this mod, and yet I barely get 2-3K of delta V accordin to KER Am I doing something wrong? Or is it a problem in KER accounting? Otherwise it seems the consumption of fuel per second is just too big.
  17. I need help with this mod. The mod works just fine. I have a Saitek Cyborg X. The problem is this. I can't figure it out how to properly configure the axis. There are like 3 options per Pitch, Roll and Yaw. What am I suppose to do with those? I don't understand the difference between Yaw, Yaw Negative, Yaw +, etc. I also don't understand what the translation X and Y stuff does. So far I managed to "kind of make it work" but something is clearly wrong since it's almost impossible to precision control the vessell. Mostly, I find it that when I move the flight stick, the general order is taken, but when I release the joystick (because it never stops moving even if I hold it steady) the ship wobbles a lot back and forth, as if the release itself was considered an order. It would be nice if the mod came with preconfigured presets for noobs like me.
  18. It usually happens when I try to return to kerbin's base, or when I hit "Recover vessel" I suspect some type of problem with the mods. But I can't figure our which is causing trouble since I don't understand the log files. This is my Mod List from CKAN ASET Agency (ASETAgency 1.0) ASET Avionics (ASETAvionics 2.1) ASET PRC (Portable Rover Components) (ASET-PRC 0.1.0.1) ASET Props (ASETProps 1.5) Astrogator (Astrogator v0.10.1) Astronomer's Visual Pack (AstronomersVisualPack 2:v4.05) Astronomer's Visual Pack-2k Textures (AVP-2kTextures v1.11) B9 Part Switch (B9PartSwitch v2.17.0) BetterBurnTime (BetterBurnTime 1.10) Breaking Ground (BreakingGround-DLC 1.5.1) CommNet Antennas Consumptor (CommNetAntennasConsumptor 3.0.2) CommNet Antennas Extension (CommNetAntennasExtension 2.1.3) CommNet Antennas Info (CommNetAntennasInfo 3.0.2) Community Category Kit (CommunityCategoryKit 5.1.0.0) Community Parts Titles (CommunityPartsTitles 0.6.4) Community Tech Tree (CommunityTechTree 1:3.4.2) Contract Configurator (ContractConfigurator 1.29.0) Deployable Engines Plugin (DeployableEngines 1.2.2) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.1) Environmental Visual Enhancements (EnvironmentalVisualEnhancements 3:1.10.1-1) ID Flags and Decals (IDFlagsandDecals 1.4) JSIPartUtilities (JSIPartUtilities 0.5.0.4) Kabrams Sun Flare Orange Low (KabramsSunFlaresPack-Orange-Low 001) Kerbal Attachment System (KAS 1.7) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.7.2) Kerbal Inventory System (KIS 1.26) Making History (MakingHistory-DLC 1.10.1) MechJeb 2 (MechJeb2 2.11.0.0) Module Manager (ModuleManager 4.1.4) Near Future Construction (NearFutureConstruction 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.1.3) Near Future Exploration (NearFutureExploration 1.0.10) Near Future IVA Props (NearFutureProps 1:0.6.3) Near Future Launch Vehicles (NearFutureLaunchVehicles 2.0.3) Near Future Solar (NearFutureSolar 1.2.3) Near Future Solar Core (NearFutureSolar-Core 1.2.3) Near Future Spacecraft (NearFutureSpacecraft 1.3.3) RasterPropMonitor (RasterPropMonitor 1:v0.31.4) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.31.4) RealChute Parachute Systems (RealChute v1.4.8) RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1) SCANsat (SCANsat v20.2) scatterer (Scatterer 3:v0.0632) Scatterer Default Config (Scatterer-config 3:v0.0632) SimpleFuelSwitch (SimpleFuelSwitch 1.4) TextureReplacer (TextureReplacer v4.2.3) Trajectories (Trajectories v2.3.4) TweakScale - Rescale Everything! (TweakScale v2.4.3.21) Who Am I? (WhoAmI 1.2.0) But I also have some non CKAN mods like: HyperEdit MAS MAS+ Any help would be appreciated. The link I shared has both the Player file in /LocalLow/Squad and the Crash folder said file redirects you at the end, the one in /Temp.
×
×
  • Create New...