mivanit

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About mivanit

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  1. @Kerbal101 sorry for being a total noob, but how do I use the patch?
  2. sorry to open a dead thread back up, but does anyone have an alternative to kerd.space up, or do I have to put up my own webserver to get the Telemachus interface?
  3. Thanks! I didn't realize I was missing the CLS interface dll
  4. @ShotgunNinja what do I need to install to build your mod? (im using microsoft visual studio if thats important)
  5. I agree wholeheartedly with everything in this thread. All kerbals should still get experience from visiting new bodies, but engineers and scientists should get experience from doing their job related tasks. I'd love to see some sort of routine mission mechanic that pilots could do for the player, but that seems to not be something the devs want. Maybe pilots could execute maneuver nodes for us? As for engineers, in my opinion the time has come for KIS/KAS to be at least partially integrated into stock. No, it isn't the most realistic of game mechanics, but it is certainly extremely fun and adds lots of depth to gameplay. Scientists would obviously get experience for performing experiments.
  6. so I figure if I add a line that goes something like if (vessel.type == "probe") continue; right after this foreach in Background.cs // called at every simulation step public void FixedUpdate() { // do nothing if paused if (Lib.IsPaused()) return; // do nothing if DB isn't ready if (!DB.Ready()) return; // for each vessel foreach(Vessel vessel in FlightGlobals.Vessels) { // skip invalid vessels if (!Lib.IsVessel(vessel)) continue; // skip loaded vessels if (vessel.loaded) continue; // get vessel data from the db vessel_data vd = DB.VesselData(vessel.id); // get vessel info from the cache vessel_info info = Cache.VesselInfo(vessel); // calculate atmospheric factor (proportion of flux not blocked by atmosphere) double atmo_factor = Sim.AtmosphereFactor(vessel.mainBody, info.position, info.sun_dir); It should ignore all probes, correct? (I don't actually know the proper syntax to get the vessel type in KSP)
  7. @ShotgunNinja is there any way to make the mod ignore probe-type crafts as well? I don't want to get rid of all of my precious satellites
  8. First off id like to say this is one of the most amazing mods ive ever seen. I do have one question though about background simulation. The background simulation in this mod is excellent, and in fact is too excellent for me. It is incredibly taxing on my computer. Is there any way to disable/simplify it without getting rid of the mod completely? Ideally i would like to be able to tag a ship which has "completed" its mission, such as a surface lander or relay satellite. This way i would still have to deal with food and ec for my missions, but wouldnt bave my game slow down because of all the landers and probes ive sent out. I love the challenge of background simulation and knowing that one of my relay sats might go down or something, but honestly it just appears to be killing my computer.
  9. just lower the defomity coeficcient it might take a couple tries to get it right but it should work in the end
  10. is there any way to hack an asteroid to just have larger diameter + larger mass?
  11. Absolute plugin/programming noob here, wondering if someone could help me a bit with modifying the "Asteroid Day" mod to have the telescope detect easily configurable asteroid belts (like in the now-defunct "Custom Asteroids" mod when in the SOI of a body for example, putting a telescope into jool orbit would let you track a ring of asteroids that have similar orbital characteristic to Pol.
  12. Is there anything I can do to help? I'm mildly experienced at making planets, although I usually just import from spaceengine, that way they look more natural and cooler i can also model/balance parts, but I suck at texturing - - - Updated - - - also, instead of making hordes of tiny tiny moonlets (which can cause lag), have you considered simply editing the system to make randomly generated large asteroids in regions with moonlets?
  13. Yes, I know space elevators are not possible within the realm of game physics, but that doesn't mean we can't have something that acts like a space elevator. At the very least, it would be possible to have a station with infinite "Rocketparts" (see http://forum.kerbalspaceprogram.com/threads/59545-1-0-4-Extraplanetary-Launchpads-v5-2-90-exp-beware-of-dragons) resource. To expand upon this idea, it would be comparatively simple to rig up a small mod that adds a "carbon nanotubing" or "cable" resource that is expensive and requires some absolutely ridiculous amount of science to unlock in the first place, and then to get unlimited rocketparts you would put up a station in the correct orbit, possibly requiring a captured asteroid as a counterweight, upon which you could refill your rocketparts and build/launch whatever ship you please. Although I'm not quite sure how to script this as I've never made a serious plugin for KSP, I'm certain I could do everything except the final piece of scripting for bringing rocketparts into orbit through your "elevator." Although I'm currently rather busy with college applications, I will definitely start work on this after my apps are due (Nov 1st) if there is any interest in this sort of mod at all.