Eric S

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About Eric S

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  1. I think that's because this mod does nothing by itself, it just allows modders access to the ability. You need a parts pack or MM patch that has parts or alters parts to use it.
  2. Barycenter

    You have to be very careful with barycenters in KSP. If you don't implement n-body physics, barycenters become insanely good spots for burns. We're talking even without a burn, floating point errors push you to something somewhere beyond light speed. This is because gravity approaches infinity as you get close to a point source of gravity, and if the barycenter isn't inside a planet, you can actually pass almost directly through it. However, someone had an idea for barycenters that overcame that years back, though it never came to fruition, so I suspect there was still something being overlooked. While I'd like to see this in KSP, I have to agree that it would be a lot of work for little payoff for normal players.
  3. Your craft nomenclature?

    I'm not horribly consistent for most things. I usually use a prefix for the range (LKO, HKO, Local, IP), then the purpose. Crew Shuttles get a notation x[X] for crew capacity (x8, for example), and if there are DERP pods attached to the outside, A "Rescue x[X]". Then there's Probe, Lander, CommSat, Lander or CommSat which can get suffixed by "x[X] Bus" if it's carrying more than one lander/commsat. Stations/motherships and craft assigned to them don't follow these conventions. Stationary stations tend to get named after SF Authors, first mobile station gets named Wanderer, and I have yet to have a second. Tourism Plus Hotels/Casinos get named "Hotel $$$" or "Casino $$$". Craft that exist solely to fulfill a contract are named "Contract Work [X]" starting at 1 and going up. When launching craft, I'll usually replace the range designation with the destination, so "Mun Crew Shuttle" for example.
  4. Jettisoning Fairings

    Depends on the payload. If it's not too bad, I might drop the fairing between 40 and 50km. There's a few craft I've launched with payloads consisting of so many tiny radially mounted parts that even dropping the fairing at 65km resulted in noticeable loss of momentum. Think of a lander bus with nine landers, each lander consisting of 20-30 parts, for example.
  5. Life Support Mods

    I used to play with TAC, currently using USI. I also used one that predates TAC, but it's been so long I can't remember the name. I think it was the most common one prior to TAC becoming available. Not that it matters, development on it stopped a long time ago. TAC is highly detailed, but I didn't really find that added anything beyond detail and a few options for corner cases. On the other hand, it does nothing for living space, which USI does deal with, and that's an interesting mechanic for now. I may reach the point that it doesn't add much, but I'm not there yet. At some point, I'm going to try Kerbalism, but I'm not in any rush to do so.
  6. There's a mod for that, KEI. Really accelerates the early game.
  7. KSP Weekly: A Private Space Race

    Agreed. In fact, the fact that some parts mods don't stick to that convention bothers me.
  8. landers hopping

    Also, there's a mod that's working on fixing this bug, if that's an option. I don't remember the name of it, however.
  9. Cheating Rules

    I have no qualms with using the debug menu to test something. I have on occasion used it to fix a bug if I couldn't get around it some other way. Recently, otherwise stable craft jumping off the surface has been the main trigger for that one.
  10. Tunnels and Caves?

    Ah, cool, sorry for getting the two confused.
  11. Switch Between Distant Vessels

    Haystack and Targetron are two mods that do this. Both work to some degree with 1.3.1. Kerbal Engineer Redux can also do this, but not as smoothly as it takes more digging.
  12. Tunnels and Caves?

    Principia fakes it by rotating the orbital plane, making all the celestial bodies have the same inclination, as I understand it.
  13. Surprising fuel flow

    This was an issue a while ago, and I hadn't heard that they had fixed it, so it might still help. Try turning off gimballing on engines above the center of mass, at one time they'd steer in the opposite direction because they didn't realize they were above the CoM.
  14. I actually agree completely on this point, and my ongui-must-die attitude contributes to most of my "I should write a mod mostly duplicating that mod some day" thoughts, with misc efficiency concerns second, and just wanting to change something coming in a remote third place. As I understand it, GC in newer versions of Mono is better, but not hugely so, more a matter of optimizations to the existing routines, so not anything revolutionary or astounding. I expect writing code that minimizes the amount of garbage generated to be a much more significant factor even with the latest Unity.
  15. USI and how to use it

    sebi.zzr's link is a good starting point, but be aware that USI isn't a single mod, it's a set of mods that can be used independently or together, so what part of that wiki applies will depend on which of the USI modules you installed.