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BudgetHedgehog

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Everything posted by BudgetHedgehog

  1. Yep, I posted this in that sneak peak video a few days ago, but it got buried: Completely agree with OP.
  2. Taranis, with the release of 0.24 videos showing rescue missions being available, how would TACLS handle the life support for them? Just in case you haven't seen them, contracts come through that are based around 'rescue this kerbal from LKO' (no clue if it's just LKO or if it will be from elsewhere). The kerbal is spawned using the same method asteroids are. Would TACLS not activate until they get within loading range? Or would it do what it currently does and calculate the amount of life support used since going on rails/created? If you don't know, that's fine I guess we'll find out sooner or later, I'm just hyped and curious. EDIT: Oh and also, Kerbin days are now 6hrs dead, not 6hr 51s. Don't know if that's important but hey ho.
  3. They won't because they want everyone to have the same experience while playing the game. They want people to say 'look how beautiful Jool looks!' and other players can go there and see for themselves. Or they want players to share their super awesome Duna lander but if everyone has different Dunas, it might not work. That's not to say I agree with them mind you - FWIW, I'm with you, it'd be a great addition to the game. Instead of saying 'look how beautiful Jool is!', you'd say 'look how beautiful Jool is on seed #4839657!' or whatever. The game would always start on a default seed, the same for everyone, or you're given the option to change it when you start a new game.. there's been a lot of discussion on this in the past, some very interesting points were raised.
  4. According to Scott's mission overview, "It seemed decent for one disgruntled worker at Va-Co, that we noticed that a few days prior to an unintended ignition, Rofurt was, well, stranded" Doesn't make a lot of sense, true, but then Scott also mentions that the overviews are procedurally generated so yeah... EDIT#2: Danny's overview mentions a visiting crew to FLOOYD underestimating the volatility of solid rocket fuel. So yeah, I guess the over-reaching in-game reason is 'industrial accidents'. EDIT: According to Scott, yes.
  5. That sounds ideal. As K3 said, we don't know the extent of the moddability of the stock toolbar yet, best to wait and see. Also, blizzy has said he's part of the experimentals team and if he wasn't willing to develop Toolbar any more, he'd have said a while ago. I assume this means that the stock toolbar and blizzys Toolbar differ slightly so I say still support the Toolbar version until you find out if you can mod the toolbar or not.
  6. I like to think of it as confetti to herald a safe return to Kerbin. Anyway, on a slightly related note, I recently installed the Stock Rebalance mod and am planning a trip to Duna now. With aerobraking at the other end, I had to use the covered ones for the first time since I got the game 7 months ago. That was a great feeling, to have it finally make sense to use them. I hate that you see a kind of evolution in KSP that eventually settles on the ideal solution. For landers, it's either the Toyota Corolla or radially attached fuel tanks/mat. bays. It's great - it's stable, reliable, plenty of dV - but it's also boring. Same with LV-Ns for interplanetary tugs, everything just ends up being the same thing over and over again, only the destination and objective change. Encouraging the use of other parts based on their relative merits is wonderful - as with me right now and this Duna mission, with Near Future changing the LV-Ns - and I would heartily support such a change in KSP.
  7. As far as I know, re-rentry heat is planned for inclusion somewhen. Similar to how before 0.24, the part cost meant nothing - at present, the heat tolerance is meaningless until it won't be.
  8. You took my answer entirely the wrong way - I wasn't offended nor did I mean to cause offence, I just asked why you'd need a kerbal instead of a probe. But yeah, like I said, if you plan things out, all the kerbals would need to do upon arriving is hook up the pipes. That would take, what, 5 minutes?
  9. Err no. The majority, if not the entirety, of base setup can be done with probes, forethought and creativity if you're really against sending a kerbal there. What can a kerbal do that a probe core can't? Connect KAS pipes? Well, send the different sections up and place them so all kerbals have to do when they get there is connect it up. Need ground pylons in a specific place? Send a rover loaded up with pylons on decouplers and decouple them where needed. If you want to move sections around or what have you, I repeat - what's wrong with a probe or an RGU?
  10. Fun fact: the Hack Gravity option's gravity is higher than Gillys.
  11. The devs (and Harv specifically) have said they aren't going to implement procedural (which doesn't mean what you think it means*) planets. *technically, right now, all planets are already procedural. They just have the same seed every time. The Mun craters are procedurally generated, but always appear at the same place. The word you're looking for is 'random'
  12. Scott mentions contracts that involved rescuing other astronauts.. I'm curious how that will play out, especially with life support mods.
  13. Damn, can't rep you again yet. Have a hearty thanks instead!
  14. I believe that's done so if the author makes another mod, it can be merged into an existing folder instead of creating a new one (see: ASET (ALCOR, Stack Inline Lights), Magic Smoke Industries (IR, Dev Helper), Diazo (RCS Land Aid, Landing Height), Hyomoto (blade antenna, RPM MFDs), Thunder Aerospace (TACLS, TACFB) etc etc). Personally, I prefer it that way.
  15. Yeah, Experimental Science won't become visible until you unlock Advanced Science Tech (the one with the gravioli and nosecone sensor). It's 1000 Science so you'll be digging for a while And you didn't waste my time, you asked a question, nothing wrong with that
  16. Aww, just as I was bashing the Mk3 parts, I come across this thread! When this becomes available for download, I'm going to be allll over it.
  17. Is it available in Sandbox? In career, it's unlocked at a new node, one past the advanced science tech. It's very late game and isn't in stock. Other than that, you actually have the file, right?
  18. I don't think that's how it works. Jupiter and it's moons The dim star light doesn't give enough exposure to be visible, unlike the bright nearby reflection off of planets/moons. To quote the link, Stars are also never seen in Space Shuttle, Mir, International Space Station Earth observation photos, or even sporting events that take place at night. Professional astronomer and two-time Space Shuttle astronaut Ronald A. Parise stated that he could barely see stars at all from space. astronaut Neil Armstrong states, "We were never able to see stars from the lunar surface or on the daylight side of the Moon by eye without looking through the optics". Stars were visible with the naked eye only when they were in the shadow of the Moon. All of the landings were in daylight.
  19. 64bit allows KSP to access more RAM, is the simple answer. What this means in detail is that at the moment, KSP loads everything at the start - plugins, model, parts, textures.. everything. If the total memory used goes over about 3.5GB of RAM, the game will crash because there's no more room to load stuff into. What 64bit does is increase that 3.5GB limit (up to such a high number, no home computer can even dream of attaining it) which means more can be loaded into the memory - this mainly applies to textures which means it'll mostly affect mods which include a lot of/high-res textures in that it'll load them and won't hit the memory cap. Things like physics calculations are still single threaded so there won't be any improvement with large part count ships, but it means you'll be able to look at them with texture detail on high, with 'melt my computer!' settings for EVE etc.. In short, it won't affect stock KSP much, but is a godsend to those who mod.
  20. Hmm... from memory, the syntax was a straight copypaste from existing TweakScale code.. Try adding :Final to end of each @PART[XXXXXXX] (so it reads "@PART[XXXXXXX]:Final"), see if that helps - it will force it to run after everything is loaded so if it's still not working, then something deeper is happening and I'm out of my depth.
  21. I originally had the spherical tanks in there but, as I don't have Tals mod installed, I didn't know if they'd be surface, stack or free or whatever, so I removed it. You could give it a try, see which one fits best for it
  22. In short then, an even more OP large reaction wheel and high-gimballing engines. Got it.
  23. Quick question: when you rotate a part in stock, it's rotated around its original orientation (e.g. if you rotate something by 35 degrees in one direction and then rotate it in another, it will slowly slip out of alignment because it's rotating around how it was originally if you get what I mean?). What I'd love is for rotation to be based around how the part is now.. It's pretty hard to explain without pictures, so if you need some, I'll provide. Anyway, the question: does this plugin do this? Or is it possible to add? Hell, I'll install it only to fix the opposite-rotation-while-using-Shift bug..
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