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RSF77

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Everything posted by RSF77

  1. Has this been fixed? I looked in warp_tweakscale.cfg and I can't find any values for "solarsail" or "fnfusion". (Yes I have the full version of tweakscale)
  2. Oh, didn't realize that. I thought that was a chat program for actual people playing ksp at the same time. Okay, well sorry for the unnecessary thread.
  3. Just an idea I had while flipping through the forums. What if at certain points during flight (gravity turn, certain altitudes/velocities?) the kerbals would commence some radio chatter back and forth with mission control that could be heard by the player, but was pretty much just some indistinguishable cute little kerbal language with radio static and noises akin to real rocket and shuttle launches. Not all that important to gameplay or anything but maybe it could increase immersion, anyways just a thought I had.
  4. I think this sweet little thing is the product some of my best, and longest, time spent in the ksp spaceplane hangar. Unfortunately, I do not have the craft anymore as it was from a few releases back and I accidentally my ksp install, I have the pics though from posting them on this forum when I made it. One day I will remake this baby, it was called the ghost and had ridiculously good performance due to reaction wheel and intake spam.
  5. What would be even more awesome is if modders could share resources, so we could download one version of helloworld.dll/kspapiwtf.dll and all corresponding mods share that instead of having multiples of the same file all over the gamedata directory in all kinds of different mods folders. Or at least thats the rational way of doing things like that. Then they could do what you said above and just link to the thread for the latest version of that as a dependency.
  6. Yea if I had all the time and money I ever spent on meaningless ........ back, I would buy you all. no j/k, its addictive because... well... it caters to a wide audience. One of the few games that can turn an ADD person into an OCD person. Draws you in with explosions and fire and whatnot, then captures you with exploration. Before you know it youre making ungodly looking creations to efficiently apply as much centrifugal force as possible while plunging little oddly shaped men into the sun without accidentally sending them off on an escape velocity from solar orbit.
  7. This was bugging me on some spaceplane designs a while ago. If I can remember right you can adjust the resource slider from empty to full, it still stays 0.0 but resets the center of mass so you can see it and whatnot. I might be wrong about this because I haven't tried to make a spaceplane since .23 but I know there is a way to do it right there in the hangar and reset it, unless that itself has changed.
  8. Here's the (pretty early career) rocket designs I made based around your engines: The last pic here was my first mun lander for this career, believe it or not it fit inside that fairing. I guess I started thinking that engine was OP because it lifted all of that all by itself like a boss, no SRBs or anything. You can see my affinity for hourglass shaped rockets.
  9. It's all good, I just caught myself using your stuff a lot because it was better than anything I had unlocked. I just started a new career mode though so that might be just because I didn't have anything else researched yet, 1.875 size parts are kind of odd to place on the tech tree anyways I could imagine. I made my post above about the engine mainly because it beats the base game skipper (a larger engine, based on width I guess) fairly well, which comes on the tech tree at or about the same time, so I had no reason to use the skipper at all unless I just had no choice on the size transition. Yours is of course longer and a quad(or 5?) engine setup, though I'm not a rocket scientist or anything in that regard, maybe it was just so badass it seemed OP to me. As far as the tank goes, it just seemed like it to me I didn't make any volume calculations or anything. That was my rational anyways, or lack of it. Regardless, the parts look great and I'm looking forward to whatever else you make.
  10. That may be true. Somewhat ironically, given this whole situation with mod statistics and all, I kind of subscribe that mods should be made so you enjoy them yourself creatively and then if you want to share them then you do so regardless of opinion. I guess some people just enjoy making data gathering mods.
  11. That sounds more like an OS than a mod for a game that is still in its early stages, which is exactly my point. This isn't gathering feedback for windows XYZ, there is no point and not really much benefit from gathering data from users of KSP. I mean, at this stage, why not just simply ask on the forum? Or... you know... read it. There are pages and pages of feedback on every major mod, including kethane and kas. So why is a mass of user data required to slightly change a few values on a kethane converter? It isn't, it just isn't necessary. He did it simply because he could.
  12. When you look at games that have successful modding communities, games that because of that fact have been around for years or even decades (lets say sim city 4 for example), the mods for these games are based on content and the fun that the user has because he/she has been playing it for all these years. Maybe not even that really, maybe just a modder creating something that he wants to share because he thinks others will enjoy it, or maybe even for such a simple thing as ego. KSP, as it is now, is in such a primal stage that I don't see how a data gathering mod can really make a significant impact on what the mods for this game have to give. Even an update checker seems premature as the game is only updated so often, and all the mods are generally updated around that time and then wait for the next update for months. There is absolutely no reason for any mod for KSP at this point to include any code that sees something outside the users own /KSP folder whatsoever. I mean this is all just some random persons opinion, but really... just what exactly do these kind of "mods" do for expanding the ksp modding community? To the average person that downloads a mod, it will do nothing except prompt someone when they start the game after installing it. If you want to share some cool rocket parts or something great, but really? KSP modders are making data collection programs now? Really? This is not facebook.
  13. Yea the 1.875 size is perfect for making nice hourglass shaped small rockets that I like to make, and nice looking models as well if not even too overly complex. One critique I have though is that some of the parts are a bit OP, such as the 1.875 "longwalk" fuel tank and engines. That tank holds A LOT of fuel for its size and the engines are far superior than stock without any real drawback. I noticed this especially in a new career mode where your parts come comparably early and pretty much make obsolete everything. Not sure about any of the other parts off the top of my head or even if you really care about balance, but thats my 2c. The new engine from the base game suffers from the same problem of just being way too OP though, so meh. This one: http://wiki.kerbalspaceprogram.com/wiki/Kerbodyne_KR-2L_Advanced_Engine
  14. Didn't this used to have a reduced texture pack in the OP? Where can I find it?
  15. My opinion doesn't really matter, but I absolutely despise update checks in mods for any game. Minecraft mods, for example, are extremely agitating as far as this goes. Depending on your firewall, security programs and other things it can wreak havoc on simply trying to play the game and enjoy yourself. Anyways, not trying to be offensive, I just really hate update checks.
  16. A possible idea might be to require probes(experiment parts) to be around for a certain amount of orbits along with balanced rewards for such experiments, but still retaining the same general aspects of it. Once a cycle is done and mission is completed, the experiment resets itself and continues with the next cycle of waiting for experiment completion. This would make a few things feasible that people in this thread said that they enjoyed in the game: 1) Increasing benefit from multiple probes in orbit and making probe networks worthwhile. Just an idea but maybe even some kind of bonus for having any given area of kerbin visible by a probe, such as the entire equator or something. 2) Completed experiments and their satellites/probes wouldn't become useless space debris forever that haunts your OCD nightmares. 3) No return for initial investment and not subject to "repetitive clicking abuse" or whatnot, but builds up a small base of income that can be relied upon later for higher tier space projects. 4) Kerbals may be able to communicate with their loved ones via cellphone, given that they are even sexually dimorphic. Come to think of it, a mission from a company wanting to establish a satellite phone network seems fairly realistic and cool. 5) These orbiting satellite missions could be more or less rewarding by requiring specific orbital parameters, such as in real life. Higher, more eccentric orbits yielding more rewards per experiment/cycle. Don't know if it is even possible or not since ksp doesn't seem to pay attention to objects not in the immediate area of the player, but I would imagine it wouldn't take too many computer resources for a given orbital experiment to only be able to be completed at such and such time/date or after so many orbits. Anyways, just an idea I thought was cool.
  17. Well they had to be pumping all that limitless rocket fuel out from somewhere, what did you expect?
  18. I was going to say this, but you beat me to it. Imagine the part count, that is until someone came out with the procedural stellar body sphere mod.
  19. A polar orbit isn't much harder than an equatorial one if you are coming from as far out as the Mun or something, its a lot easier to change inclination the farther out you are. Like other posters said elliptical orbits would probably be the hardest to reach, but they can also be hard launching from the ground as well depending on how much time youre willing to warp through to get your prisoners there. Surprised no one has mentioned this, but why not drag an asteroid into orbit and make that the perfect prison? Alcatraz... the asteroid.
  20. I built one out of structural girders using 4 LVNs to drop a EPL smelter onto various places without atmospheres. Looked like a huge spider, it worked but it was very unwieldy and required a bit of reaction wheel and RCS spam. It was also difficult to get into orbit, but was reusable so I only had to do it once or twice. I wish I still had screenshots of this but unfortunately they were lost. The easiest way to do it though I think is just use a pair of radial decouplers of some kind to attach two vertical engines, fuel and some landing gear to the side of your rover. Make sure they are close to the center of mass and maybe throw some reaction wheels on them just in case it gets funky coming down. Add some small separators with low thrust to the engines to fire them away from your rover after landing, or just let them fall on it and drive out, on minmus all you need for this is RCS but anything bigger and youll need small engines. As sort of a hybrid of the two above you can make a small "platform" of some kind to secure your rover to, then attach your engines to that. You can make the rover detach from below and fall a few feet to the surface but it makes rocket, transfer stage construction and flying a bit more difficult, or you can drop the platform to the ground by detaching the engines away and driving the rover off of it. It seems most people tend to favor just slapping one or two of them on the side of their lander somewhere and decoupling/undocking it in a way that rights it when it hits the ground though. If you put some kind of system on your rover that gives it self-righting capability then you can pretty much drop it any which way as long as stuff doesn't get damaged by that. On minmus all you need to right a lander is RCS, but on the Mun or bigger youll need small engines or clever placement of landing gear... or magic ind robotics parts.
  21. And just like that youve managed to deplete kerbins fossil fuels as well as irradiate the only beacon of civilization in the known kerbiverse.
  22. I don't think drop tanks qualify as a "stage" in the same sense that it does a rocket launch vehicle, even if they do have intakes. It just so happens that in KSP even some minute things can only (or conveniently) be taken care of in the staging sequence, there are plenty of ways to jettison things without the use of stages if you want to get that nitpicky about it. Plenty of "SSTOs" in ksp use staging to drop tanks or whatever else, in the real world I don't think this would really be considered an actual staging event like cutting a rocket in half. Adding intakes to drop tanks is actually a good idea within the context of the game I think, maybe not so realistic but I hadn't thought of it yet. I might have to take the extra step in putting a jet engine on the same drop pod just to convince myself that I'm not cheating. Also to OP, speaking of cheating, I usually spam reaction wheels all over my ssto designs to ensure maneuverability within a certain amount of reason. Aerodynamic flight in ksp seems to still be a WIP so a workaround here and there isn't against the rules, hell... nothing is... its a sandbox game, do what you want.
  23. It's like the prelude to the movie gravity. Speaking of which, that whole movie could be redone kerbal style and I think I would enjoy it more.
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