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swankidelic

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  1. I'm just now catching up with this episode. Jason Schreier's article says that Take Two successfully poached @Nate Simpson from Star Theory. Take Two also ponied up the money to get the KSP brand from SQUAD, right? So if Nate's post is to be believed, KSP2 is still in development, just not under Star Theory, but under Take Two's studio Intercept Games. I feel bad casting aspersions on Nate's post when he effuses such enthusiasm, but talk is cheap. No one's motives are particularly clear (except pursuing bigger paychecks and dividends, natch). And in the end, what strategy/sim gamers want is very divergent from what large publishers like Take Two want. My cynicism outweighs my excitement for KSP2 now. It's easy to fear disappointment when big money shenanigans like this transpire, so I'm just gonna write it off. If reviews are not terrible, I'll probably buy KSP2; otherwise, the KSP brand is yet another victim of the corporate machine. More blood for the blood god, another franchise for the franchise throne.
  2. If they can do Lagrangian points with patched conics, I won't lament the absence of N-body physics. Really, that's what it comes down to.
  3. Regarding the color of radiators, people mentioned the KSPI radiators but no one mentioned the nuances of those parts. I think they're really cool (har har) and seem to make a lot of sense. They do the perpendicular-sun-tracking thing, to utilize both sides of each panel. When you see the panels while in an umbra, you also see the glowing heat pipes. I'm guessing the heat pipes are made of oxidized copper or anodized aluminum because of they're good at both radiating and conducting. For the purposes of texturing, the rest of the color of the radiator may not actually matter much, since we're mostly concerned with non-visible radiation. The ISS, though, uses ammonia as coolant throughout the station modules as well as the radiators. You can't really see the ammonia channels, though, maybe the radiator panels are aluminum or something? I'm not sure if the coloring is deliberate or coincidental. https://en.wikipedia.org/wiki/File:STS-134_EVA4_view_to_the_Russian_Orbital_Segment.jpg https://en.wikipedia.org/wiki/File:EATCS.png - - - Updated - - - This discussion also makes me think of the effectiveness of inline, stack-mounted radiators. It would be neat if their effectiveness changed when they're in an umbra, or even when they're tilted closer to perpendicular to the sun. When they're in sunlight, obviously one side wouldn't be able to radiate anything, but since the game is tracking heat on a per-part basis, the end result would be, ok radiation in the sun, better radiation in the shade.
  4. Bump! I'd like to see this in 1.0 as well. Really great in a suite of mods that focus on the "program" part of the space program.
  5. I don't see it =( I see TweakScale under your name in the CKAN GUI, but no StripSymmetry. Is it under a different name?
  6. I see thyriel's point, but the thing is, SR actually makes the game easier even without increasing part counts. If you play without SR, all dropped stages are a complete loss to your bottom line anyway. Giving players the choice between reusability and sheer power is an interesting choice and the true goal of good gameplay. The MechJeb posts got me thinking about .90 integration again - is it possible to link powered recovery with a building upgrade? Maybe Mission Control or R&D needs to be level 2 or so before powered recovery is an option. Also, I think the weird thing about using MJ for powered recovery is that the MJ parts don't provide any attitude control. There's no baked-in SAS or anything that the stock probe cores have. This is a tangent, but I still don't understand the point of powered recovery. Sure, SpaceX put out a really sweet video, but is it cheaper than other real-world recovery methods? Maybe you save enough money on transporting stages back to your base. Maybe it's not an economic issue and has to do with dropping stages over populated areas or something.
  7. I'd love to play with a payroll mod like this, but I also like playing with Kerbal Construction Time. Playing with both of those, in addition to upgrading the space center, might be an exercise in masochism, though. In .25 it could take weeks or months to build a rocket. When KCT is updated for .90 I'll give it a shot, though, because it's still cool.
  8. Super sweet! Yet Another Mod That Should Be Stock. Do you have any plans on making a CKAN metadata file, Biotronic? Would you like me to do it for you?
  9. I thought that attaching fund percentage to the VAB/SPH emulates the ability to repair and refurbish parts after they've been brought back. Maybe I've got Kerbal Construction Time on the brain, though =) I dunno about using the Admin or Mission Control buildings for recovery. It seems like a technical engineering task, not a leadership task, you know? Maybe Administration is managing the logistics of the boats and trains and trucks bringing the parts back. I'd be happy with the feature either way =)
  10. That's probably a good idea, since StageRecovery changes the balance of the stock game in the player's favor. How about increasing recovery radii for each upgrade of the tracking station? For example, with a level 1 tracking station, you can recover stages up to, say, 20km as the crow flies from the space center. And upgrading the VAB and SPH increases the amount of funds recovered. Or even what parts can be recovered - you need a level 2 VAB to refurbish engines and boosters, maybe. I dunno about tech tree integration, though, that seems to be better suited for parts mods. I could be wrong, though.
  11. Freaking awesome. I know this sounds snobby but I was uninterested in actually playing .90 until StageRecovery was updated. I honestly appreciate integrated Fine Print and Tanuki Chau's biomes, but it's still baffling why SQUAD hasn't implemented this feature yet.
  12. This. Owns. So. Hard. I haven't seen this until now but I'm instantly in love.
  13. First of all, MachXXV, thanks =) It's well executed and easy to use and absolutely essential. I was wondering if anyone knows how EditorExtensions calculates the snapping point for vertical snap? Is it just halfway between the "lowest" and "highest" vertices? Is it based on the rendered model or the collider? Or is there some heavier math involved? Thanks in advance!
  14. Thanks for this Krupski =) Just used mbm2png a bunch and it worked a treat. Being a filthy casual Windows user, I just used Windows Explorer and dragged .mbm files onto the .exe and it generated the .png in the same directory. One-handed, awww riiiight I tried the new version as well, and it worked just as well for me but the command line window wasn't as verbose. No bigs. Thanks again!
  15. It's actually wicked easy, just need to edit a text file. If you're running Windows, your FW.cfg is *probably* in C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\FuelWings\ (or if you're not using the Steam version, you can skip those Steam parts). You want to right-click the FW.cfg file and use Open With... and find Notepad in the list in the new window. Then copy, paste, save, and you're done!
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