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sunnypunny

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Everything posted by sunnypunny

  1. the issue i have with this mechanic (and anything else time-based) comes from timewarp - if simply hitting warp gets you the same result you might as well just click one button ("run experiment") and get it instantly. the power requirement is also broken in space because solar power (and the RTG) is basically free - though again based on time, depending on orbital position or daylight hours, so you can just warp to get more power. timewarp x1000000 breaks a lot of mechanics like this and makes the solutions awkward. if they add things like interactible objects, collectibles etc in each area then that would add a reason to stay and go do the things - you could also flesh out the experiments to be sort of "mini-games" with graphs and data that require analysis and decision making by the player. of course you have to design around these elements (mass, power output etc) when creating a vessel, so they still add something to the game - just in terms of science gathering i think a new approach is needed.
  2. i'd definitely like to see more from the stock version of career mode, i think they're calling it adventure mode. just a loose story with like one cutscene / scripted event at the start and some random events with kerbals popping up around the place. but judging by the name "adventure mode" i suspect they will abandon the career / contracts / currencies concept altogether.
  3. official min specs tend to be inflated to be safe. i highly doubt an 11th gen i5 would be minimum, that's some beastly CPU power and judging by the dev posts i'd anticipate the sequel being reasonably well optimised. i used to run KSP on an i5-2400s and it was fine, and i'm sure my 11th gen i3 will be fine for KSP2. my GT1030 currently runs dota2 on max settings @ 1080p but i think it will need an upgrade for KSP2, that's about it though. that said i'm sure there are players out there who love to install hundreds of mods and create vessels with thousands of parts just to stress test all 32 CPU cores, but i'll leave them to their shenanigans
  4. ah the mechjeb support is very old, maybe something has changed since that patch was written: https://github.com/sunnypunny/OpenTree/blob/1af0d44a47da79a35856b74a53dbdcf058206a3e/GameData/OpenTree/TechTree.cfg#L4561-L4638 i had a look at the mechjeb part file and the modules all seem to be the same tho https://github.com/MuMech/MechJeb2/blob/dev/Parts/MechJeb2_AR202/part.cfg but basically opentree just moves the stock tree over to the left and hides it, so when u cheat the tech tree it will unlock all those stock nodes. sounds like mechjeb is linking some extra things to those nodes unfortunately i never use mechjeb so ur best bet is to try asking in the mechjeb thread to work out what custom tech trees need to support it, it's probably a simple fix that i'm happy to add in but investigating it myself would take a long time and opentree is lowest on my priority list atm
  5. I'm noob at this topic but thought I'd share my solution in case anyone else struggled figuring it out like I did, there seems to be very little info around about it so it took a while to work out and was very necessary when making modular mods with optional dependencies If u add a reference to another mod's DLL then try to access those classes in ur mod, the KSP "Addon Binder" (which controls the loading of mod DLLs) will throw an exception if the other mod is absent - even if u hide ur code behind a System.IO.File.Exists check for whether the other mod is present. My solution was to find the mod in the list of loaded assemblies, then reflect on the classes and methods in order to run a method from the other mod. Here is a one line sample (replacing "OtherMod" etc with whatever the mod name, namespace, class and methods are) if (System.IO.File.Exists(KSPUtil.ApplicationRootPath + "GameData/OtherModName/OtherMod.dll")) { try { AppDomain.CurrentDomain.GetAssemblies().First(a => a.GetName().Name == "OtherModName").GetType("OtherModNameSpace.OtherModClass").GetMethod("OtherModMethod", BindingFlags.Public | BindingFlags.Static).Invoke(null, null); } finally { } } maybe that will help someone idk
  6. yes u can do it with MM, i did something similar in KerbalWitchery: https://github.com/sunnypunny/KerbalWitchery/blob/2c0440ba318b1fe18e7918880920ea4ff71eed9d/GameData/KerbalWitchery/KerbalWitchery.cfg#L183 ModuleScienceConverter is the slow transmit module which was removed. then i added a surface sample experiment with a higher transmit rate (xmitDataScalar value). the usagemaskReq properties set when the experiment can be run (a kerbal standing outside on the surface near the lab)
  7. KerbalVillain A multiplayer mod where you start in a small cave hidden behind the island runway. Your only goal is to repeatedly launch missiles at the KSC to ruin someone's space program.
  8. idk if it helps but u can just set the node's science cost to 0 when registering for RDNode.OnNodeSelected event (and store the cost value for reset at RDNode.OnNodeUnselected). just a solution i found when working on my own mod.
  9. i'll be interested to see how they handle the binary system orbital mechanics. they said they won't be adding n-body gravitation like the principia mod, but personally it's my favourite with the features i'd most like to see added. aside from that maybe a little more orbital data like from KER would be handy.
  10. was about to upload the new version of KerbalHero then we had a blackout for a day. anyway it's up now
  11. ty, fixed. autostrut needs general construction tech, i think it's hard coded in. someone pointed this out ages ago and i thought i'd already fixed it
  12. The way science drives exploration in career is good but it's also too repetitive and restrictive in being a hard requirement for accessing parts, and also unrealistic in the sense that you need temperature scans from the mun to unlock bigger engines. I would move more towards enabling different playstyles - like you can get anywhere either through science, milestones or contracts and specialise in these areas. As for the tech tree I think less complexity is better otherwise it becomes a real nightmare to work through. Simply sorting parts into categories (e.g. by bulkhead size, crew count, etc) is much simpler and more widely compatible.
  13. Yes, there was a previous lawsuit some years ago, though IIRC it had to do with a mod that enabled cheating. Had trouble finding the details just now due to all the recent news clogging up Google, but I'm sure it could be found with enough digging. If KSP2 ends up with multiplayer they definitely have to mitigate potential cheats and hacks, but for the kinds of mods that exist in KSP I doubt there would be anything significant to gain from a lawsuit. But at the end of the day modders are giving away work for free and risking being sued for copyright infringement so it would be nice if they add a clearer user agreement to garner more trust - and I think this is more likely now that the franchise is moving from indie scrapper to a big polished production.
  14. reaction wheels are overpowered by real world standards by about ~100x all engines have 100% throttle range when most real engines have limited to no throttle range engines are cheaper than some parts when in reality they're the majority of a rocket's cost (65-80% for ULA, 85%+ for SpaceX) i'll provide a modpack description once the pack is complete (still have 1 or 2 more to go), the mods are intended to be used together but have been modularised because it's better design
  15. ty for the feedback the next ones will be V1 and V2, i tried to change it on spacedock without luck career or science mode + a new game
  16. in case people were following this, i split the mod up so that the agencies mechanics are a separate framework mod that does nothing by itself, so other mods can use that easily just figuring out what to do with the rest of the code lying around, maybe a separate "tech tree mod," we'll see
  17. The Community Agencies Revival Project is a mod toolkit / framework that provides a new agency-based gameplay mechanic for other mods to use. Anyone can install CARP to see how it works, but it only affects the game when other mods use its features: new rep value for each agency indicating what they think of the player's space program agency rep affected by game events (e.g. contract completion) plus inter-agency "standing" values data persisted in save file and displayed via UI popup customisable strategy effects to modify agency rep events and methods that plugin authors can use support for custom agencies added by mods fixes for missing agency-related data (manufacturers, agents & logos) in the stock game + a few part mods contributions: thanks to DirtyFace83 (author of Kerbalised Flags) for the missing stock agency logos thanks to linuxgurugamer for checking over the code help sought: more "standing" & "mentality" values + part mod compatibility checks part mods checked: ReStock Bluedog Design Bureau USI mods download: GitHub (v1.0) requires: ModuleManager license: MIT side note: this has been turned into a modular framework that other mods can use, so please delete previous (dev) versions
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