ruiluth

Members
  • Content Count

    182
  • Joined

  • Last visited

Community Reputation

77 Excellent

About ruiluth

  • Rank
    Spacecraft Engineer

Contact Methods

  • Skype Array

Profile Information

  • Location Array
  • Interests Array

Recent Profile Visitors

1,388 profile views
  1. We've been all over the Kerbolar system. We've established surface bases and space stations all over every planet and moon. Now, the time has come to launch our first interstellar colony ship. However, there are a few problems in our way. We know that Kerbals can live and work just fine near Kerbol. However, how would they react to the endless void between the stars? The R&D team would like to find out, and naturally, that's where you come in. The challenge is to build a space station in orbit of Kerbol at a minimum altitude of 1 billion kilometers. You'll also need to develop a shuttle capable of ferrying researchers to and from the station. The station itself will need, at minimum, living space for four, a research lab, and a viewing cupola. Scoring will be as follows: 100 points for establishing a station with a Kerbolar periapse of at least 1,000,000,000,000 m. +10 points for each lab on the station +5 points for each kerbal the station can support (or kerbal-year of time if playing with life support) +5 points for each viewing cupola 100 points for creating a shuttle that can ferry kerbals and supplies to the station +10 points for each passenger seat +5 points for each ton of payload +100 points for a 20 year travel time or less from Kerbin +100 points for a 10 year travel time or less from Kerbin +100 points for a 5 year travel time or less from Kerbin x1.5 points for playing with Snacks! x2 points for playing with Kerbal Health x3 points for playing with USI-LS x4 points for playing with TAC LS x5 points for playing with Kerbalism NB, I haven't actually tried this myself yet, so I don't know if the point system is very fair or not. I mainly want to see what you guys come up with. Good luck and have fun!
  2. Never mind, I've solved this problem thanks to Reddit. Apparently the bug is caused by timewarping an autostrutted ship and cancelling its rotation. Editing the persistence to turn off autostrut fixed it for me.
  3. Unfortunately, I only found this problem when I switched to this craft to make its ejection burn for Moho...
  4. It happens every time I load a save with it focused or switch to it. I've checked the persistence, and the parts haven't changed their positions. Is there anything I can do to salvage this ship, or make sure this doesn't happen again? Could it be related to the inflatable parts from SSPR? Any insight or help is appreciated.
  5. Does anyone have or plan to make a patch for Ground Construction? I'm currently running MKS and I'm not a fan of its art style for the most part. Moreover, the parts from GC itself look like they came from Factorio, not KSP. I'd love to be able to use SSPX parts for that purpose though, or even have dedicated parts in the Nertea style. I'll make a patch for myself if there isn't one, but I thought I'd check and see.
  6. Ah, that's too bad. Hmmm.. off the top of my head, I can think of two solutions that don't involve just giving up the story and not finishing it! First would be to just stay on whatever version is most comfortable and keep doing resets every time things update without actually updating. It would be a little departure from what's established but it might be a worthwhile compromise. Second, and since this is a major update to the underlying fundamentals of the Unity engine, I think you'd be entirely justified in overhauling everything and consolidating. Delete part modules that no longer work. Maybe whole ships vanish. This reset was harder than the last few, resetting not just Kerbin but the entire Kerbal universe. At least, that's what it feels like to all of us with heavily modded saves that can't really be easily updated... Also, there must be a way to keep things a little more separated. Maybe have one save for each group of ships and transfer between them to keep any one from growing too big? So you'd have one save for Sieta and her crew, one for Thomlock and his, one for Jonbald and the current space program, and however many else. Then just transfer craft between saves as necessary to make it work. (Actually, that sounds like a good mod...) That would be a pain but it might make the game run a lot better. Actually, the new Unity engine probably would too. Of course you could just end it and I think you'd be entirely justified in doing so, but I hope you do at least give us a story breakdown of what would have happened so we can imagine! I know what you mean... Hopefully someone, somewhere is backing everything up and this story will never be permanently wiped from the internet. Ah, I didn't know that. Lucky them, to get those when they did! I've been working on a few designs inspired by the Sulfur, and they all have 3-4 km/s of Δv.I could share them if anyone wants to see them.
  7. I think that sounds fair, but also, I hate building relay networks! Also, I really liked in the first few posts of the original FSP when they launched their first relay, and to their surprise the signal starting bouncing all around LKO off of all kinds of debris. I think that was what originally clued them in to something being there in the first place. Of course, since he was using remotetech, the dishes had to be aligned and that added some challenge. Still though, I hate building relay networks and the save could quickly get very bogged down if every cycle has a whole new wave of commsats. That was one of the major problems with the original, craft overpopulation. That said, I definitely don't think giving new players control is a good idea. My idea was more that if the crew can get in contact they'd ask for a rescue. Granted, I don't know how they wouldn't be in contact given my suggestion for commsats, but I think preventing overpopulation is more important. What's the point of playing this collab if it's chugs too hard to be fun? Therefore, there needs to be some way to clean up old craft. Kerbals wanting to return home seems like a good mechanism for that to me, but I'd be happy as long as there was some way to address that issue. Also, have you seen CommNet Constellation? It's specifically made to prevent certain satellites from talking to certain other satellites. If each space program had their own constellation, they wouldn't be able to use old networks until they found them and made an adapter relay that could talk to both. That might be the best of both worlds. It would also mean that stranded kerbals wouldn't be able to call home immediately--they'd have to wait until someone discovered and connected to their old relays.
  8. This sounds interesting to me, but I'm a bit wary of how complicated it's getting. I love part and gameplay mods but the more there are the harder everything is to keep track of. More mods mean less people who will join. Additionally, I still don't see how ships from previous cycles are supposed to continue on their missions. The more people, the more missions. Imagine what it will be like for the tenth participant who has to keep up with all the long term missions from previous cycles. Therefore, I propose a slight change: any Kerballed vessels remain active and controllable, and get tagged with a FORGOTTEN tag. Those kerbals will immediately contact mission control as soon as they can and try to get home. If their ship can take them home, then they fly home themselves. If they're stranded, then the goal is to rescue them. Once they're back, they're added to the roster and can be used by future players. This solves two problems: first, it keeps the total number of ongoing flights and active kerbals to a minimum, and two, it gives participants a goal and something to do about it. Depending on how their cycle goes, they could even launch part and fuel depots for the next cycle if a Forgotten kerbal warns mission control about it. I hope this does eventually happen, but I do hope things get a little more focused before it starts.
  9. Well, I just caught up on about a year and a half's worth of this story. I was really glad to see it's still going! This story has always inspired me in my own games and head-stories that I never write down, and I have to say, if you collected these chapters into a book, I'd buy a copy just to have it. I love the way you weave the usual light-hearted Kerbal antics with some seriously dark stuff. By the way, I'm curious. Why do you use the Iron shuttles instead of the Sulfur? I love the design of the Sulfur and I hate the look of the Iron. Just curious.
  10. Great, I'll be looking forward to that! Thanks a lot!
  11. I'm having an issue with the self-leveling base frames. I did an extensive search and found that someone else had the same issue a few days over a year ago, but it doesn't seem to have ever been resolved. The issue is that the self-leveling base frames do not respond to manual input. In my screenshot, the frame on the left is touching the ground and working properly. On the central frame, I hit self level and the legs adjusted, but did not extend to touch the ground. I manually extended them with the same ratio that they automatically found, but they didn't move. For the frame on the right, I manually tried to extend the legs to arbitrary lengths, but again they don't move. For the frame in the back, it's the same story in linked mode. Is this intended behavior? It doesn't look like, and it makes multi-leg bases like this one impossible. Fortunately this one is destined for Minmus so I can put it on the flats for now, but I hope this can be fixed or changed to make this possible, because there's a lot of cool designs that could be made this way. Oh, and it does work in the editor, just not in flight.
  12. That's true, and since I bought the game directly from Squad I don't even have to mess around with Steam at all. That's probably what I'll end up doing. I thought about doing this... Not sure if I will yet. I hadn't heard much about that, it does sound like a great improvement... but yeah, I can't really live without mods, so I'll probably be on 1.7 for a while.
  13. This is a mirror of a post I put on the KSP reddit. I hadn't played for some months, and recently I came back to my old install and loaded it up. I found a savegame in which I'd landed probes on Eve and had a few en route to Moho. So far, I've returned kerbals from the surface of Moho and landed probes on every body inside of Jool. I'm just beginning to mine Minmus to fuel a new generation of permanent orbital tugs to send kerbals all over. Problem is, I'm in 1.3. Not even 1.3.1. The reason for that is that I have a concoction of mods that work very well together and I'm always hesitant to fix it if it ain't broke. The problem is, I recently discovered that I have the DLCs due to being an early supporter, and Breaking Ground in particular looks awesome. That coupled with a few new mods I want to try out, as well as all the features that have been added since April of 2017 when I assembled this install, make me want to start over. Problem is, I'm 8 years into my game, and I'm just getting to the "good part". I finally have enough tech unlocked to do some serious long-haul missions and build bases and space stations. I can finally go back to Jool, which I haven't been to for IRL years because I haven't kept a save going that long since career mode was introduced. And that's the crux of the problem: every time I play this game, I lose interest somewhere along the ramp up stage, and quit before I get to the fun stuff. Not that one part of it is more fun than others, but I've flown robotic landers to the inner planets and set up comm relays dozens of times. I have yet to really explore MKS and set up any colonies because I never get that far. I've only sent kerbals to Jool once, back in 2014 when I was still learning how to play. And now with KSP 2 coming out next year... I'm not sure what to do. Does anyone else have this problem? Any suggestions? What is a game in 1.7 like compared to 1.3? If you were in my position, would you start over?
  14. I say Moho. The dV requirements are excessive, sure, but the frequency of transfer windows is just so convenient when playing with life support mods. It's always my number two destination after Eve in career mode.
  15. This is a really good point if I do want tidal locking. The main reason for making is so small is because my world map just happened to scale out that way when I started overlaying latitude lines on it Although I already know that this planet is highly magical, so I'm wondering if it might be better to just say that it isn't affected by its system. It's also hollow with a habitable interior surface, so there's already a ton of weirdness going on with it... That would actually lead to some interesting storytelling opportunities too, if this one moon behaved differently from every other moon in the system. So I suppose I've answered my own question Thanks guys!