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Drelam

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Posts posted by Drelam

  1. 8 hours ago, Chase842 said:

    Hi, I am looking for some help. 

    How do you get magnetic charge from other parts into Theta-P Flux "Arcturus" Magnetic Drive Engine? I have magnetic charge stored up in other parts, but they wont transfer to the Arcturus engine, and the engine only has internal storage for 80 magnetic charge, and generates 1 magnetic charge per sec(I think), so how is someone supposed to make this engine work for longer than a couple seconds, before taking a while to recharge? I looked at every part a dozen times over and I cant seem to find anything the is used to "transfer" magnetic charge to the engines. Please help, I really like these engine!

     

    Another question, are some of the engines intended to not make any sound?

     

    Thanks for any help! I really love this mod,it is shaping up to be a must have for me :)

    I think it's supposed to be like that... :P

    I'm not a fan of this mechanic either, but what i tried was to set the engine under 7 or 8 % power output, so the Magnetic charge doesn't get consumed because it regenerates just as fast. (at least that's how it worked a few patches back. I haven't played KSP for a while :blush: )

    Hope this could help a bit.

     

  2. On 1.8.2016 at 4:05 AM, Carbonjvd said:

    @Gatrnerd@DarkGod

    With the Blutonium update being out for a little while and a couple updates since then, its feedback time! I'm looking for everyone opinions on the parts balancing and issues with the application of Blutonium along with possible solutions. Currently one possible future implementation is the rollback of the inline flat reactors to Ore instead of Blutonium. Other parts may be also get the rollback treatment, but the inline reactors and zubrin drives are pretty much off-limits. Btw, please be specific with the balancing issues so I know what to actually fix instead of broadstroke measures.

    So with that, tell me thoughts to properly balance Solaris Hypernautics. And thank you to everyone for downloading!

    -Carbonjvd

    I'll try to be honest with you.

    You lost me with the implementation of Blutonium.

    Please let me explain, i like it that the Reactors need a harder to get type of fuel. I'm totally ok with that.

     

    But the fact that many engines need it too and most importantly the fact that you cannot store it in a central fuel container makes it unneccessarily complicated, because you have to keep track on how much blutonium there is on each individual part.

    As i said i'm not against complex game mechanics, but it shouldn't make game play cumbersome or confusing.

     

    I would have preferred that there was a more clearer chain of resource usage for all engines. Like Reactor (Blutonium) -> Virtual particle creator (Energy) -> Engine (Virtual particles + Ore), or something like that.

     

     

  3. On 21.7.2016 at 8:36 PM, Planetfall said:

    Maybe there could be somthing like civilian population mixed with Extra planetary launchpads. You need a sizable city to build rockets and such. But many of these people behave like tourist (you can't use them derectly) Maybe there could be an economy! Transferring  resources to their Habs or selling ships and debris (which deletes them) gives you money and building rockets still costs funds. You could also train or retire Kerbouts which efects the civilian population and your wallet A small fraction might want to become a torest in career mode or volunteer to be a kerbalnout for free.

    That's an excellent idea!

    This wold also allow a lot of new Habitation parts, like esucation or recreation centers and construction sites. Like you said a whole working economy could be created, which would be awesome.

  4. On 23.7.2016 at 0:58 PM, DesertPhoenix said:

    Ok, I know there are mods that allow you to build in orbit, but hear me out.

    As it currently stands, the end-game is clunky. The difficulty in building ships capable of interplanetary travel, landing and re-orbiting, and finally returning to Kerbin is multiplied by the need to get the ship into orbit into first place. Given that landings on other planets are usually taken after fly-bys, and moon landings, getting stuff into orbit isn't a new skill, and nor is it one that an orbital construction facility would bypass.

    Perhaps unlocking the technology to build the facility fairly late in the tech tree, and requiring the player to launch the (super-heavy) facility, as a kind of late-game boss. Launching new ships from the facility could cost more, to represent the cost of getting the materials into space, but completely bypass the tedious shuttle-runs currently required.

    Yeah, why not?

    For the more conservativce ppl here, maybe a compromise could be to have the shipyard be surface bound so we had to build it on the surface of another planet or moon?

    Resources (ore, fuel, etc.) would need to be created there or being shipped from Kerbin to that construction yard.

     

    The way i see it, at the end of the stock tech treeKSP should become a bit Sci-Fi -ish imo. At least to me it's the next logical step.

    For all i care, let's make it very expensive and laborious to build a orbital or off world ship yard, but once you have it the road to other stars should be a little bit rocky.

     

     

  5. Just some thoughts.

    To me the reason to go to other planets should be because of resources, science and habitation.

     

    Science:

    As proposed by many ppl here. Let's have some more places to do diverse experiments, or new Experiments. Maybe adding some minigames.

     

    Habitation:

    One of the main endgame goals should be to colonize other planets with Kerbals. The more Kerbals we have living off Kerbin, the more founds we get. There should also be underground habitations, to protect Kerbals from hard stellar radiation and atmospheric storms.

     

    Resources:

    Ok, this would require a bit of rebuilding the economy, but i think it would be great if Kerbin only had a limited amount of resources of fuel and Ore (for example). We should have to actively mine Ore (or refine it into fuel) on other planets and bring it to kerbin to either sell it or use it for our own puropses.

  6. On 8.7.2016 at 11:30 PM, Carbonjvd said:

    Update time once again! Given that 1.1.3 is out, compatibility has been checked as always. Most of the work was put into balancing out the newer Blutonium production facilities. Now instead of compressing the Ore into Blutonium, it extracts the Blutonium while returning the excess Ore. Thermal additions were also made to the facilities to complete the thermal stats. That's really all there is in update v0.5.1!

    Anyways, I looking for more feedback on the Blutonium system that was recently implimented. Is it better than before? Does it need more balancing? Anything at all, so long as its constructive. And as always, thanks to everyone who enjoys this mod!

    -Carbonjvd

    I hadn't had much time to play KSP lately, but the additions you made for this mod look very nice imo.

    To be honest, i haven't got accustomed to the fact that Blutonium can't be stored on a seperate tank. It's a bit unpractical in my opinion to keep track of each part that uses that resource (if you happen to have more than part using it on a vessel).

    I don't know about other people here, but i'm perfectly ok with (overly) powerful Sci-fi like engines, as long as it's hard/expensive to produce fuel for it. Especially when it's a bit Sci-fi -ish themed. If i had the time (and talent), i would love to create a small addition to this mod myself.

    (I have some basic concepts but neither time nor the knowledge to realize it.)

     

    Have you considered to create something like a (non warp) drive system that is powerfull enough to reach other star systems within a reasonable time?

    I could imagine a enormous engine + energy source that are way too big and massive to be build on Kerbin or to be used on a SSTO, maybe something like a bussard ramjet or orion drive system for a pure space ship. A massive Blutonium reactor (or something even more powerful) could create enough energy to generate a wide area manetic field to collect resources while travelling (dust, Hydrogen or deuterium) to propel the engine with. But the critical resource would be blutonium (or something else) to run the reactor. So the ship wouldn't need to be refuelled with x amounts of tons of actual fuel but much smaller amounts of Blutonium (or whatever those even more powerful reactors need to run). The ship could be refuelled by a smal lander/shuttle carrying much smaller amounts of reactor fuel, instead of sending dozends of heavy rockets into orbit. The hard (or better said expensive) part of it would be to produce the reactor fuel and the costs to build the engine system (Reactor, Engine some other fancy parts maybe).

    Of course that's a much more Sci-fi -ish concept than normal KSP mods are, but i would love to have something like this in KSP. :D

     

     

  7. Just one Question:
    Would you consider making the Warp Drive system a standalone download?

    I know there's the alcubierre Warp drive mod out there, but to be honest i find KSPI-E Warp Drive system much better working.

    And would you mind if it is used in other mods too?

    (Don't get me wrong, i'm not a competent modder by any means. I'm just tinkering around with some ideas for my own private mod needs :blush: )

  8. I wish they would add some inline comand pods (3.75 or bigger), by "command pod" i don't mean small lander-like pods, i mean big command centers for deep space/long term missions.

    Another idea would be to include something like the "deep freeze" -mod. At least Kerbals should have some space for themselves on longer missions and not being constrained in a tiny 2 man cockpit for several months or years.

    On a personal note: PLEASE don't waste time on developing KSP for multiplayer. I'm on the run from multiplayer games and KSP was one of the last games where i could spend my time in peace. In my experience Multiplayer games always tend become stressful and a race against other players, that's not why i play KSP. To me a game should be fun, relaxing and leave you fulfilled, not stressed, angry and hating mankind. I can have that all day if i wanted to.

  9. I was actively looking for a space exploration game for years (being a great Starflight I fan). The frustrating part of this was that almost all games that are set in space are almost soley about killing stuff, without doing anything else. KSP is (almost) exactly what i was looking for, at least it represents the beginning of the game i was looking for decades.

    I love building stuff, especially since it is not just for aesthetics, but also for functionality. I just hope that KSP will expand its horizon and becomes interstellar some day.

     

  10. I forgot to mention:

    I don't know if that's possible but could you make the Attero engine benefit from the "magnetic cooling units" magnetic charge?

    It looks like the Attero is supposed to be something like a afterburner to the Kannae drives (i think), but giving it some way to enhance it would be nice IMO.

    And BTW: do you consider it cheating to let the Attero drive run at < 5% so it doesn't consume any magnetic charge at all, but still does create significant thrust? :D

     

    What i'm trying to archieve is to have some kind of interstellar drive, without relying to the alcubierre drive or the (sadly bugged) Orion drive mod.

  11. 10 hours ago, Carbonjvd said:

    Hello Everybody! I've been busy reworking some of the parts for my next update including making the Zubrin Drive far less OP, but still fun. A handful of new parts will also be added in including graplers, command module and a few others. Background processing will be a WIP for the time being, so it may or may not be ready for it. A new nuclear resource, Blutonium, is being considered for reactors and nuclear specific parts, such as the Zubrin. It would refined from ore and be cosumed into unrefined Blutonium, also a WIP. How do these ideas sound to everyone? And do you want the next update sooner than later, omitting more advanced features, or wait for the next KSP update to release it?

    Thanks again for everyone's support!

    -Carbonjvd

    I'd love to see the mentioned Command pod (i'm always eager for any non usual command pods).

    And in general, i think things that don't have any immediate connection to the new resource (Blutonium), could be released imo. At least as long as it doesn't break current games or ships.

    Take care and have fun!

     

    Edit:

    I'm wondering if you considered to make Blutonium production extensive enough to justify stationary bases. (Sorry for my clunky wording)

    What i mean is will the parts producing Blutonium be too big to be installed on ships? I ask this, because i think it would be nice to have some reason to build orbital/planetary bases.

     

     

     

  12. 8 hours ago, FreeThinker said:

    Well the general rule is that they need to be connected directly by stack nodes but there are exceptions.

    * Electric engines don't need to connected to particular parts at all except the vessel itself. 

    * Magnetic noozle engines can be 10 parts from the reactor by syack nodes and 1 part radially. Do note that transportation cost electric power.

    * Thermal noozle engines can be 10 parts ftom the tractor and 1 part radialy however the longer the distance the more power is lost. Note that some teactortots like the molten salt are better capable of transfering theit heat than others.

    Thanks for the help.

    Very appreciated!

  13. 11 hours ago, Txzeenath said:

    Part of that you can see by looking at the info tab on the part. If it requires MW/MJ, you need generators. If it requires heat, you need to attach it to a high temperature reactor, or a microwave thermal receiver (I believe charged particles can also be converted to heat, but I can't recall).

     

    ATILLA is an electric engine, so your best combo IMO would be a reactor with high charged particle output, a charged particle electric generator, some radiators, and your engine.

    One of the problems i have is, how are the various componets supposed to be attached to each other?

    I have noticed that some parts (engines/generators/reactors) sometimes need to be attached directly to each other, while it sometimes doesn't matter at all. I find this very difficult when constructing, since i haven't found any clear rule for it. So i need to use trial and error which gets pretty annoying after a while, especially when testing an engine that only works in space.

    Also Mechjeb Delta-V display doesn't work properly or not at all depending on the used parts, which makes it even more difficult to build something in a reasonable manner. (shooting the whole thing into space just to see how Delta -V changes over and over completely dries out the fun of playing KSP. )

    Maybe i'm doing something completely wrong, i don't know.

  14. 1 hour ago, FreeThinker said:

    I understand where you are coming from at first I found KSPI also quite complicated as well. I wish I could direct you to some good Instructional video, but the existing ones are kind of out of date. Although they are still relevant, they also contain false information which tend to confuse player into making the wrong assumptions when playing.

    I would love to create some up to date video myself but I have neither the skill nor the time. The truth is that I'm hopping someone can create some good up to date tutorials for KSPI-E which I can incorporate into wiki and first page. I simply don't have the time to do it myself. Preferable it would be someone with a good understanding of KSPI-E with first hand experience and understand the many intricacies of part, both they advantages and disadvantages.

    It doesn't have to be a elaborated video. (i'm not a fan of watching videos just to get an answer that could be made with a few written words.)

    For example, i think what would help me the most would be a simple list of things to get engine X to work, plain and simple.

    Like, what does it need to get the ATTILA thruster to work? What kind of fuel or reactor does it need? Is there a electrical generator required? How do these things have to be arranged to work properly?

     

    I noticed that most guides go far to much into details, without clearing up the basics first. (at least that's my impression)

    What would also help would be some hints in game

    What i mean is, it's certainly interesting and helpful for a advanced player to see how efficient reactor X is, but it's not very helpful if you have no clue what to do with it in the first place.

  15. I must say i have always been fascinated of this mod.

    As much as i admire the energy and sense of detail of this mod, i must admit it's a bit overwhelming and i always failed to make some use of it in game.

    Don't get me wrong i'm not complaining about the mod being too complex, i just miss some simple examples for beginners like me to understand how things work on a very basic level.

    I have read the KSPI-E Beginers Guide  and some of the KSPI-E Wiki. But i still fail to create something that works. Most of the time the combinations of reactor/generator and engine simply does not produce any thrust or fails because of some other unknown reason. Usually after a couple of frustrating hours of experimenting and shamefully failing, i remove the mod from my game because of pure frustration. (which is a pity, because this mod is exactly what i am looking for, except that i'm just too stupid for it, lol)

    I know how all this must sound to you and i'm was wrestling with myself for a quite a while if i should write this at all, but i would really appreciate any tips that could help or (very simple) examples of working configurations...

  16. On 15.5.2016 at 3:15 PM, virchau said:

    Weeeeelll, there's a slight problem with this. KSP's Unity programming makes Kerbol the center of the universe. That's why escape orbits from Kerbol glitch, because there is nothing to go to. Plus the solar panels use distance from "center of the universe" to calculate solar efficiency. They aren't built to just respond to ANY light source. Even if you fixed both of these problems (it could easily take a couple of years or more), then you have the problem of floating-point numbers. The more distant from the center of the universe you go, the more KSP's orbital accuracy declines. KSP slightly fixes this by putting two sets of 3D variables that put two origins; the center of the universe and something close to the spaceship you're flying. This explains why orbits jitter. Sure, it was mostly fixed in 1.1.2, because the 64bit transfer which can store more states and the appliance of that to the orbital mechanics, but the interstellar distances we're talking about mean your orbit could jitter for THOUSANDS or MILLIONS of kilometers or more. There's just no way to predict it all the way to interstellar distances even at KSP Stock System size without something like 2,048bit physics rather than just plain 64bit.

     

    Although I do agree this would be really awesome.

    That's a very clever and forward looking way of designing a game about space travel, lol. :lol:

     

    To me the core thought of adding more Star systems is that KSP feels like the beginning of something but without a satisfying main part (in terms of progression).

    Of course having much more distant (and plain said even more epic) destinations would require even more futuristic technology, like a Space elevator and would require the player to build huge self sustaining starships for interstellar travel (which would be simply awesome to do). My point is that the game would not just cover the infancy of space travel but also several steps after that which would be a much more satisfying experience overall. 

     

     

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