troyfawkes
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Everything posted by troyfawkes
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That's not bad, actually, Vermil The Mun is a huge challenge for a lot of people. KSP isn't really fully built out right now so you'll find a lot of things rely on information from outside of the interface. Delta V, for example, is probably something you aren't familiar with since the vanilla UI doesn't really show it, despite being incredibly important. Or how and when to do planetary transfer orbits. Or TWR at launch... For now you can get those basic UI tools from mods (Kerbal Engineer or Mechjeb) and the training from Youtube (Scott Manley) and the forum Good luck!
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I want to build a modpack, BUT… please hear me out!
troyfawkes replied to mololabo's topic in KSP1 Mods Discussions
I'd Love Category Bundles: E.g., the "Lazy Newb Pack" from Dwarf Fortress (...YEAH THAT GAME) included utilities and non-gameplay affecting tools. So you might have Enhanced Navball, a Docking Port mod, Kerbal Alarm Clock, Toolbar, Active Texture Management, Custom Biomes, Community Science Defs, Editor Extensions, Science Alert, Simple Part Organizer etc. all in one maintained bundle plus whatever other utilities. Any mod that is just slightly out of category you include links to in the thread, same with any modder who doesn't want to be involved. Examples: Lazy Newb (as above) Graphical (EVE, links to EVE expansions, Distant Object, Hot/Cool-rockets) Difficulty (Deadly Reentry, FAR, TAC Life, RealChute, RT2) RSS (yeah this could be its own project; I've never gotten this install fully working :/) Parts (Procedural Parts, Procedural Fairings, Procedural Wings, graphical packs for procedural parts/fairings + best of part compilation, list of full mod packs below) Even having just the lazy newb pack would make life a lot easier. -
High Tech / Sci-Fi -- Inertial Negation
troyfawkes replied to troyfawkes's topic in KSP1 Mods Discussions
Yeah that would make sense; I think the energy bit works well with the KSPI generators or (is it near future propulsion?) other mods that have generator-type parts. I'm just thinking in broad strokes on how to balance the equation for inertial negation, because, say, if I propelled a 1t object at you with whatever force, but then turned off inertial negation which made it a 1.5t object, and we assume that instead of slowing down it just retains velocity, then it'd have more kinetic energy than when it started. What you're saying about equating power usage to mass makes sense in this case Then you get to thinking, if the purpose of this is to improve efficiency of engines, then a smart player wouldn't always leave it on. They'd just use it for burns, and then turn it off. Is there any literature on this kind of stuff? It's a .... concept. -
[old thread] Trajectories : atmospheric predictions
troyfawkes replied to Youen's topic in KSP1 Mod Releases
This is the greatest invention. You're a hero! And only 18 posts? -
High Tech / Sci-Fi -- Inertial Negation
troyfawkes replied to troyfawkes's topic in KSP1 Mods Discussions
Cool! Having done that do you think the overall concept is possible? I'm imagining the evolution from sounding rockets to manned ships to space stations to Duna missions to SSTO interplanetary motherships and it's giving me the shivers -
High Tech / Sci-Fi -- Inertial Negation
troyfawkes replied to troyfawkes's topic in KSP1 Mods Discussions
Complicated but fun? If anyone's interested in building the concept I'll be their #1 fan -
Hey all! Our tech tree from mods is moving along to pretty theoretical technologies and I was wondering if someone was going to come up with a mod that replicates science fiction's "inertial dampers," or more accurately inertial negators. Basically, it'd be a part that, when added to a ship and given significant power, would effectively decrease the mass of the attached object. The relevance is obviously that you'd be able to use much smaller engines and less fuel to maneuver larger ships. The concept is also used in scifi to decrease g-forces on crew, so that might be a consideration as well. If this was to be added it'd have to be pretty far up the tech tree. I'm thinking Interstellar just before the alcubierre drive, upgrading just like interstellar as you go up the tech tree. Probably along the lines of 10%, 20%, 30% reduction in all mass. Needs testing obv, but for 100t motherships, a 10t reduction in effective mass isn't something to scoff at. It'd open up a lot of options with futuristic ship designs for those willing to suspend disbelief and who already subscribe to this more or less canonical sci-fi technology in space travel Thoughts?
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
troyfawkes replied to stupid_chris's topic in KSP1 Mod Releases
I think this is what Mecki is looking at: http://prntscr.com/49itnf -
Hey, I used this: @PART [*]:HAS[!MODULE[ModuleSPU],#vesselType[Probe]] { MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive TechRequired = unmannedTech OmniRange = 3000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } That's my first MM hack though so don't quote me on it.. Works for me though.
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Works for me
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True. I've been having a good time with the 6x part cost multiplier, it's keeping my bank in check. I screwed up a couple launches and had to resort to taking easy contracts for a bit to build up my bankroll again, but I eventually had enough to spare to send up my polar satellite for my bare bones remote tech communication network (1x geosat, 1x super high orbit polar satelite). It's a good feeling. Mun and Minmus missions tend to include some re-use (slightly over-sized launch stage left in orbit w/ a probe), 2x docking ports, now it just needs a tug to connect it to a space station and it's a usable fuel tank.. Apollo style lander left in Mun orbit with comms equipment and probe core, now it's an equatorial Mun comm sat. Anyway, thanks for this, really made career more exciting and dangerous
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
troyfawkes replied to RedAV8R's topic in KSP1 Mod Releases
Having a couple bugs with Realism Overhaul 6.2 (not sure if version specific). Only mods installed are the mods in the Required section. All of this is clean install, tech level 0, career. Both 64bit and 32bit have the same issues. Thiokol M55 has 49.20k solid fuel, weighs 89t and is the same size (more or less) as UA-1205 w/ 100 solid fuel and 0.3t.. Also both are tech level 0? http://prntscr.com/46odn5 http://prntscr.com/46ohtx (UA-1205 with radial Thiokol M55s) Tech level 0 starting engine and LF tank: http://prntscr.com/46oe8e Capsule + Parts funky sizing? That's a tech0 realchute cone chute on top and a 2m heat shield on the bottom.. http://prntscr.com/46ocvn Thoikal Cator 30XL SRB with weird nodes? Sizing? http://prntscr.com/46oc0e No issues when I delete the RealismOverhaul folder from GameData but leave the required mods only. http://prntscr.com/46og7h Thoughts? -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
troyfawkes replied to Nereid's topic in KSP1 Mod Releases
Same for me! Nereid this adds a ton of immersion to the game -
Harder economy and progression in 0.24?
troyfawkes replied to afranius's topic in KSP1 Mods Discussions
Any thoughts on tech trees? BTSM is a full makeover of KSP and intentionally doesn't play well with other mods, RPL is similar and seems built entirely for RSS (plus I think it was last compiled against .23 and its dependencies are scary). Was kind of hoping for an RPL for stock-sized KSP and love for the standard craziness of mods -
The feedback loops are kind of like building a rocket with FAR though; sure once you stop building bricks it becomes easy mode, but that minimal respect for a legitimate issue needs to be there for every launch. I guess the mechanic I'm looking for balance-wise is that I can afford to screw up one out of four or five launches, and if I get a really fortuitous contract through I can put a couple launches towards a pet project like a space station. The issue with stock right now is that after my first launch I've got $250k in the bank and my launches only cost $25k not even counting the fact that I'm offsetting the cost of the launch with another advance and I'll pick the pilot up in space for a $50k reward
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Could you also add optional contract fee and part cost multipliers? That would be used immediately. E.g., a flat 0.5 multiplier on contracts would reduce payouts by 50% etc. etc. That way the vast majority of us with a kajillion kredits in the bank after mission 1 can challenge ourselves a bit more and optionally add in all sorts of other economy choices you come up with
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I'm having issues with 64 bit similar to when I was using the 23.5 64bit hack, so I assume I'm out to sea... BUT, I'm going crazy imagining what modders are going to do with contracts, contract types, mindsets and all of that goodness.... Also a lot of modders were waiting to update for .24... So excited...
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Just a thought; three ways to keep your program viable at very low cost: 1) hyper efficient rockets 2) reusable SSTO / space planes 3) multi purpose vehicles you can leave in orbit and refit yourself after missions (kethane and kas) It doesn't really make sense to smash everything through the atmosphere to refit Also re: TAC, that might be an argument for leaving preemptive rescue contractions in orbit around some bodies (mun and minmus for sure, duna, etc.)