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Everything posted by RoverDude
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You loaded a training scenario. How does it behave outside of that?
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Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Note that the map on the planet does not change. That's by design. The planet view gives you that very rough approximation, but you do the more detailed flybys and snap images that you then use for final planning (after of course you've landed and ground truth'd since you probably want some high accuracy data). - - - Updated - - - Correct. So kinda like the SCANSat big map, but with much higher detail and terrain data, but limited to an 8 degree square. The pic does not update live - you do a flyby and snap one of the place you are interested in, then can cycle through the resource data, review the info, etc. as your ship continues to fly around (again, kinda like big map). -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Here you go: (And best to view at full resolution due to the rescale of the image making a moire pattern that you would not see in game) -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
@Drillgorg - ambient temperature would affect it. The overheat just adds additional heat into the system. tho right now I am doing some reviews of that system -
Despite the kinda rude title to this post, I'm actually going to cross post from the general discussion forum, because it seems a lot of folks are grabbing the wrong scanner for their analogues. I think the majority of the confusion is trying to compare the orbital survey scanner with the scanners from mods, and you're comparing apples and bananas at that point - i.e. the resolution is incredibly low, and it's a wholly different beast entirely. So probably a better way of viewing the orbital survey scanner is that it takes data from observations coupled with more localized data to make a 'best guess' as to where stuff will be. It's really the surface scanner and the narrow band scanner that refine that detail and put you at a level comparable to a Kethane map or SCANSat big map. This, again, was a design choice. I was not a fan of the all seeing eye that mod scanners had, and wanted to do a slow reveal - not in the sense of progressive detail scanning, but in terms of dialing in the resolution, with different technical challenges for each layer. For example, the very best data requires ground truthing with rovers or probes, but in turn enables the other scanners to have more accurate data. And your fine grained area detail has a limited FOV, and requires manual flybys (and also incorporates terrain data for planning landings). This is what I mean when I say you really have to take the system as a whole, yet folks are fixated on one bit (the least significant, actually) because, in fairness, it appears to be the closest analogue to what they are used to. What I've found is that once folks are shown all of the pieces in their proper context and get a feel for the entire scanning experience as a series of interrelated (and very different) mechanics, things 'click' and they get it.
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Actually, there will be no 1.0 update because it would be an empty DLL Everything that could be done with Regolith can now be done (and in a lot of cases, better and with more options) in stock. I will, as needed, plunk things in here that extend the stock modules, but none of those have come up yet.
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Thanks And sure, if someone logs a github issue for this I will add it in. Yep that was the idea. RE probes - I'm disinclined to allow probe control just to plug this hole. tbh, I really wanted to avoid cluttering up the RMB of pods with extra resources and such. Tho I will very likely add a series of radial NOMS containers And you are welcome
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@Nertea - it will likely be the weekend before I can do a scan, tho I expect by that time most of this will be reasonably hashed out
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New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
Actually... your multiplier while on Kerbin is incredibly low - i.e. you don't learn more about the behavior of plants in space or life on other worlds by driving a rover through central park -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Yep, that's kinda what the NBS does, although it only shows you the 8 degree square. I think the majority of the confusion is trying to compare the orbital survey scanner with the scanners from mods, and you're comparing apples and bananas at that point - i.e. the resolution is incredibly low, and it's a wholly different beast entirely. So probably a better way of viewing the orbital survey scanner is that it takes data from observations coupled with more localized data to make a 'best guess' as to where stuff will be. It's really the surface scanner and the narrow band scanner that refine that detail and put you at a level comparable to a Kethane map or SCANSat big map. This, again, was a design choice. I was not a fan of the all seeing eye that mod scanners had, and wanted to do a slow reveal - not in the sense of progressive detail scanning, but in terms of dialing in the resolution, with different technical challenges for each layer. For example, the very best data requires ground truthing with rovers or probes, but in turn enables the other scanners to have more accurate data. And your fine grained area detail has a limited FOV, and requires manual flybys (and also incorporates terrain data for planning landings). This is what I mean when I say you really have to take the system as a whole, yet folks are fixated on one bit (the least significant, actually) because, in fairness, it appears to be the closest analogue to what they are used to. -
New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
The amount of data goes down as it is consumed and turned into science. -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
All of the data and api calls are there (already made sure DMagic had the info on the api calls he needs). So if someone wants to build their own mechanic over the same data they can. (Edit) you can't stop the stock parts from doing their thing but you can change their configs to do something different. @Akinesis - I'd be happy to do a Q & A - pm me your contact info (I use Skype among others) and we can set something up. -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Overheat rates are already being looked at btw. - - - Updated - - - Also - I'm going to cross post this from the SCANSat thread, since it seems to me a lot of folks are comparing apples and tomatoes WRT a SCANSat or Kethane scane, and the low-resolution survey scan in stock (especially since a lot of the arguments are about the technical challenges involved in scanning, etc.). RE the instascan. What folks are not realizing is that the mechanic is radically different from Kethane or SCANSat. Meaning, in both of those cases the orbital scan is the end game - that's basically it. In the case of stock, the orbital scan is just your very first (and very low resolution) step at getting a rough approximation of what is on the planet. It's not until you use all three scanners together (which have different mechanics) that you get that whole view, and each has their own series of limitations. I was actually working with someone over skype last night who was in the Kethane/progressive scan camp until about half an hour in when they finally went through all of the mechanics, and the proverbial light bulb went off and they realized how the system's pieces tied together, and how the orbital surveyor tied into things (and they became a very strong convert in favor of the new mechanics). Not saying everyone will have the same epiphany, but I would say that the orbital scan is a very small part of a much larger series of mechanics, and really is not meant to be your primary way of figuring out where to land -
RE the instascan. What folks are not realizing is that the mechanic is radically different from Kethane or SCANSat. Meaning, in both of those cases the orbital scan is the end game - that's basically it. In the case of stock, the orbital scan is just your very first (and very low resolution) step at getting a rough approximation of what is on the planet. It's not until you use all three scanners together (which have different mechanics) that you get that whole view, and each has their own series of limitations. I was actually working with someone over skype last night who was in the Kethane/progressive scan camp until about half an hour in when they finally went through all of the mechanics, and the proverbial light bulb went off and they realized how the system's pieces tied together, and how the orbital surveyor tied into things (and they became a very strong convert in favor of the new mechanics). Not saying everyone will have the same epiphany, but I would say that the orbital scan is a very small part of a much larger series of mechanics, and really is not meant to be your primary way of figuring out where to land
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New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
MPL research and regular science from transmission are completely decoupled - using one does not preclude the use of another. -
Dedicated Radiator Panel parts
RoverDude replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
Actually, it's not uncommon to have the reverse side of solar panels act as radiators since the dark side is always away from the sun that's why you got it in stock. But (speaking as a player) I agree with the need for discreet radiator and heat management components -
New Mobile Processing Lab mechanics
RoverDude replied to Elthy's topic in KSP1 Gameplay Questions and Tutorials
Stuff you folks probably care about: Scientists matter - the more stars the better. You can plunk data in even if you have no more normal science to gain (otherwise it would limit what you could use based on when you got the lab unlocked). You get a data bonus if you are on the ground vs orbit. You get a data bonus if the lab is in/around the same body the science came from Science rate is based on scientists and how much data you have. It has a long tail! But anticipate about 5 science per data. Each lab can, in it's lifetime, research only one copy of any single unique experiment result. Goo at the poles and Goo over the grasslands are two different results. You can put an experiment in as many labs as you like -
Solar panels just happen to have a large surface area so they can radiate better And I'm reviewing the heat levels.
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Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
You will not need to manually start and stop - it's smart and auto throttles. 7% is not bad, and I'm currently looking at the drill settings because in observing this out in the wild, some of the heat levels are a tad too high The design intent is that a five star engineer, with a reasonable drill rig on Kerbin and no extra heat mitigation will level off at a very hot level, but the overheat level should not kick in in the time it would take them to fill several large tanks. One controlled by just a probe however (or a pilot or scientist) would have a much rougher time, and it would throttle down. (Yep, it looks a bit off, but sharing the design parameters just so folks know what the designed behavior is). Watch out for that collider And yep - if you're on normal mode you have some quantity of ore everywhere but the oceans. If you go to hard or custom that can be tailored. -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Sorry to hear you're disappointed, but glad you're enjoying the rest of the game. Rock on. -
ISRU Converter overheating
RoverDude replied to Pixel of Life's topic in KSP1 Gameplay Questions and Tutorials
Heya - first, be sure to have an engineer. Second - I'm looking at these numbers currently and running tests. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
Here's my philosophy on this and why I actually understand why manned (kerballed?) is first. This is less a simulation, and more a story where the Kerbals - these awesome, incredibly brave, and endlessly optimistic little dudes are the focal point. They are the protagonists in the story, and the player is the hero, spooling out the narrative. And in that scenario, starting without them is just.. weird. It's Kerbal Space Program, and I think the thing to remember is that it's all about the Kerbals, and there just happens to be some rocket parts lying around. -
Resource Mining - Impressions and Questions
RoverDude replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
And I would generally leave my PC on overnight when I did a scan On a side note... have you done flybys with the NBS yet? Something I expect is getting lost in the noise is that there are multiple scanner mechanics involved. That large scanner is not particularly accurate, it's more of a general idea of planetary soil composition and resource probability based on a limited data set (hence the surface scanner and the narrow band scanner). -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
I've been playing with these in career, and have (once) had a payload go crunch... and that was probably because I had max physwarp on. FYI - you can do a few interior launches and get more than enough science to unlock the pack chute at which point, you can easily do large payloads with lots of extra chutes. (Edit) That being said, I will take a look once 1.0.1 is in, and see about tweaking the chutes up a hair. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RoverDude replied to RoverDude's topic in KSP1 Mod Releases
*waves goodbye* - - - Updated - - - Actually... that last post was mean. But still. These things are meant to be stupidly delicate. they will break. Don't dunk them in the water. Don't overstuff them. Expect that experiments will break. These are start-node things (heck, I give you *sticks* to use for aiming!), and soon enough you get extra parachutes to make larger loads. Also pro-tip: Put your science in a truss above your control/power payload (i.e. use two trusses). That way worst case the bottom one can lithobreak.