Jump to content

Threadsinger

Members
  • Posts

    164
  • Joined

  • Last visited

Everything posted by Threadsinger

  1. That's a great idea, and I'm taking. EP launchpads and PRM you say? Not sure if my install can handle all dem mods, but worth a shot...
  2. Nice! I've always wished for a helium resource on one of Kerbin's moons! Not that I want to make it too much easier to get He-3 (I purposely haven't installed Karbonite yet for this reason), but it's always seemed such a chore to make helium for the reactors... Plus I watched Moon and it's a cool idea. Now all I need is a mass driver to send those fuels to Kerbin...
  3. That engine is more of a super-efficient interplanetary drive - look at the ISPs (11000!). Coupled with a ridiculously powerful reactor, you'd be able to generate more thrust, but it's more designed for a more fuel efficient replacement to the PB-ion drive. Use conventional rockets to bring it to space (or fusion engines if you have 'em), then kick on the plasma drive. Also remember your energy conversion ratio from reactor to electrical power isn't 100%.
  4. Hi guys, I've just unlocked the methane engines and tanks in my save, but I'm having a hard time implementing them into viable launch platforms. They keep overspinning when I get to the gravity turn, especially with Mechjeb Ascent Guidance enabled. I'd really like to use them as they are a much cheaper option for pushing things into space, but I can't seem to make orbit without doing a lot of acrobatics. (For the record, I know how to launch a spacecraft, but after 200+ manual launches it's nice to let the Enterprise computer handle some of the work ) Do any of your master builders have any advice on how to use those engines and tanks? Are they too light for heavy payloads? Also, on that note, I get NaN errors when I tweak the engine size or thrust... does that occur for anyone else? And, while it's surely item #1023 on the list, are there plans to make "flatter" sizes of the tanks (like the regular fuel tanks) to accommodate landing craft? Or for that matter, slightly improved art for the tanks? I'd offer to put my money where my mouth is and do the art myself, but I can scarcely draw a stick figure, let alone know how to model anything on a computer. Looking forward to whatever else might come down the pipeline! Thanks so much!
  5. QFT, although I'd maybe aim a little higher to a casual sim crowd. . I do hope Squad keeps it simple; the casual, arcade-style gameplay was what drew me to this in the first place, and what has helped my friends and coworkers get into KSP. I use mods like RemoteTech, FAR, TAC, KSPI, etc. but only because I got to have a lot of fun blowing stuff up (with the occasional, joyous success!) with a fairly simple learning curve and decided I wanted more. Well that, and the thought of never achieving cool sci-fi adventures was depressing as hell. Moving on. A data point of one, but I doubt I would never have had this much fun, or self-committed to more "advanced" gameplay using mods, had it been very complex from the get-go. I know it wouldn't have had the same appeal to my friends and coworkers. A simple novel hook sufficed, and while I might not be the "average player on the forum", I think it's an important thing to keep in mind. Get new players in on the ground floor - more complex functions dealing with all the realism-ish elements some players might want can be better dealt with mods. Also, I fear if you try to make it too realistic, the standard of realism gets to be an untenable treadmill. (E.G. Guardians of the Galaxy vs. Gravity - which one likely has more criticism for its depiction of scientific processes then the other?)
  6. Along the same vein, has anyone here used the OKS/MKS mod and this mod? This mod is a must for KSP (otherwise it can get quite tedious), but the pricing for the OKS/MKS mod is so high that it makes station building with those parts a tad prohibitive. That's not a problem for the author of FinePrint, the prices appear nicely balanced for stock parts and launchers, I'm just curious to see if anyone out there has made a separate config which enables you to build the more expensive stations and colonies that come with OKS/MKS, instead of slapping together a hitchhiker, lab, or command module to fulfill the requirements.
  7. I'm a little behind on updates for this as I'm stuck in Nowhere, Quebec for the foreseeable future, but thanks for keeping the KSPI torch going in Fractal's absence. I liked many of your improvements. Great to have you back too, Fractal! KSPI is NewGame+ for KSP.
  8. Heh, just had the same issue. Will do a clean-out, see if that works. Edit: ORS folder/Plugins had too many .dll's, for anyone looking to future troubleshoot
  9. For me, the appeal/function of KSPI has always been the near-future/probable/improbable-but-plausible propulsion and energy generation tools, plus their dependent resources. I enjoy KSP Vanilla for the "real-world" simulacra it represents, but I'm also a technological optimist. If KSPI would have used things like "genuine" warp drive, hyperdrive, impulse drive, etc. I probably wouldn't have found as fun as as it is now, due to its anchoring in real-world theory. If it comes with other features, that's great! But I tend to rely on other mods for specific enhancements, such as: RemoteTech2 for simulating real lag times and communications troubles (although once I hit an arbitrary science unlock, I usually change the signal delay to FALSE to simulate unlocking some bastardized version of QCC) TAC for life support FAR for some aerodynamics and the risk of it all falling apart on entry (I don't use DRE - not that hardcore yet) Karbonite for in-situ resource gathering, but I limit myself to much later in the tech tree to keep some of the logistics challenging MKS/OKS for cool looking habitats (although plenty of other mods exist to satisfy this) KAS for resource transfer stuff and minor "repairs" to ships; aka. vital-things-I-forgot-to-put-on-the-capsule Infernal Robotics for movable parts! VTOL fusion engines yay! Fine Print for some actual fun things to do in Career mode Stage Recovery for... recovering stages (I always run a clean space program, as best as can be managed) ...among others. (Damn you 64-bit instability!) Make KSPI-lite what you will, but I've always enjoyed the plausible sci-fi aspect, and I hope it lives long.
  10. Would this fix my lack of "run test" ability when completing contracts?
  11. Hehe, yes I know. I have 32 GB of RAM though, and it breaks my heart to force myself to use only 3...
  12. I hear ya. I don't expect rigid realism, although the *concepts* being potentially real and the effort to balance them so was more appealing to me than say, hyperdrive, which is why I picked this up. Not having played the new version yet I can't speak to balance - i just know sometimes people nerf capstone skills/techs/unlocks because they're "massively overpowered" by end-game, but it's a capstone - an antimatter engine should be ridiculous, that's the point. I have faith, I'm just hoping the cool end-game stuff didn't become "side-grades" instead because it was "too easy" . I'll try and play it tonight and judge for myself. Anxious to see the changes, I know Wave (and Fractal) have worked very hard for probably very little reward. KSP 64 bit actin' weird lately though, I think FAR/TAC/MKS/KSPI aren't liking each other too much in whatever KSP running environment I have set up. I had to remove RemoteTech and DRE (sad face) just to get the game to not crash on load with that wierd KSC-in-the-VAB bug. (Also sent you some caffeine funds there Wave, thanks for all your hard work, hope you don't mind $CAN)
  13. Heh. The only reason I used it was because Fractal based it on real world concepts, and AFAIK, the ISP and energy outputs were based on the real physics involved, not game balance questions. I haven't played Wave's new version yet, I'm a bit concerned the later reactors have been dramatically nerfed beyond their real-world equivalencies, although I'm looking forward to seeing what he has come up with and will hold comment until then.
  14. Mine does that ALL THE TIME... good thing I save scum. Wish I knew what mod was causing it, although I have figured out it's usually if I save and something somewhere was doing something at the time (debris recovery, or saving under thrust, or passing through an SOI, etc...). I'll have to remember to take a screenshot next time to record the problem.
  15. Right here buddy https://github.com/WaveFunctionP/KSPInterstellar/releases /shakes tiny fist at forsaken
  16. Indeed. Criticism or suggestions are ok, but I picked up this mod to make it harder (and more rewarding) to make spaceplanes. Especially with fusion engines. Oh boy, talk about your "high dynamic loads". I'd understand though if ferram just wants to focus on the aerodynamic aspect, and leave the engineering side of things to others. (Your changes are cool, though!) Keep up the good work, ferram! /ever emerge from Alcubierre space in atmo with FAR enabled? VERY. BAD. THINGS.
  17. I'm not sure I get it, but I will certainly give it a try tonight...
  18. I'm aware. I could also tweak AM engines to not use antimatter at all. Or download even more mods to store/generate AP at KSP, or create some hideous combination of drop pods, a tanker, and KAS to drop AP, fuel a waiting craft on the pad, pull the tanker away so I don't lose its precious cargo on unload, and repeat. Yes, everything is tweakable with enough mods. I was hoping for an in-house refinement that doesn't require mods and mods and mods to refine a small, purposeless gameplay inconvenience while still preserving the spirit of the expansion and keeping it standalone. Wave, as a thought, would granting the "exotic" engines a tiny, tiny storage capacity (for plot's sake, representing what paltry quantities Kerbals could generate in-house in order to test and build the damn thing) pre-filled with the relevant resource work? Could you keep the presumably-attached storage containers unfillable with the mod as-is, to preserve (what I think) is the overall intent of the challenge? My programming experience extends to inputting my PIN code into the ATM - I don't know if it's possible or a tall order, just curious. Thanks Wave! (No necessary need to reply, we know you're busy with improvements and, er, meatspace stuff.)
  19. I admit I had a similar problem. Put the satellite up, placed in the same orbit (in BOTH directions, as a test), but it wouldn't complete. I uninstalled the mod until I get the patience to test variables, but if there is an obvious solution, I'm all ears! (really neat mod though!!)
  20. Yea, I've been hoping for something like this, although I haven't a clue how to implement it. Would be an awesome capstone tech to mitigate TAC resource use (even though, yes, you can slap on more than enough modules with the thrust power you have at that point..). Also, instead of using that resource recovery mod, it'd be nice if the AM/Fusion reactors could come with a smidgen of AP/He3 just to get them into low orbit... I appreciate the challenge and investment of getting all that AP/He3 mining infrastructure going, but it's a real pain to have to get every advanced-engine craft into orbit using other means (when they could SSTO otherwise), then fueled. Would be nice to have enough to get an AP-spaceplane into LKO, and then have to deal with fueling, etc. once up there.
  21. I'm pumped. I think I'll try and fix my issue with Paypal and send him some 1,3,7-trimethyl-1H-purine-2,6(3H,7H)-dione 3,7-dihydro-1,3,7-trimethyl-1H-purine-2,6-dione funds for his efforts.
  22. Personally, for me it's what I don't allow myself to do which is clipping parts to get more air intakes into less space than what I perceive subjectively to be the intent of the game. I have no problem using as many air intakes as function (and in-game restrictions) dictates, however. I just don't personally believe in cheating the system, although I understand you've only got a limited set of "lego blocks" to build with and sometimes you want to make something awesome and not-quite-to-spec. Hell, I've strapped two dozen radials to a fusion thermal rocket to achieve SSTO from Eve. But no clipping, never clipping. Except into the closest Kerbin mountain-range on reentry.
×
×
  • Create New...