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3_14159

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Everything posted by 3_14159

  1. Hi BigbossASR, this is, indeed, a feature - not a bug. I have added this to the Q&A. To quote from it:
  2. This appears to be an oft-occuring problem, and while I never had it myself, the usual problems is having not installed the RSS texture packs. See the first post here for installation instructions.
  3. In general, the question seems to be what you want to model in RO. From your opinions I gather you'd like the 'space program' look more than the 'company' look. My idea would be the following: - Funds: Represent the money available. This is basically your budget. - Reputation: How 'good' you are. Whoever backs you will increase your budget depending on the reputation. - Science: The engineering aspect. The relations could be done as follows: - You get a certain amount (budget) per month/year/whatever. This represents a general funding level. This is dependant on reputation. - You get 'contracts' (which is basically just you promising to do something). Those would give you reputation to fulfill, and loss of the same if not. Only advance pay, the only reward you're getting is more reputation (therefore more advanced contracts and money). - There'd have to be some differentiation between science and engineering, but I don't know what. Maybe developing new parts costs money only, and you get one science per year to progress in a linear fashion? - The cost of rocket parts might be dependant on your usage of them: According to a report I read fairly long ago [1], doubling the number of parts built results in about 85% the cost for the aerospace industry. So, for example, if you've launched the same rocket 32 times it costs less than half the original costs. By combining this with a time-based reduction of such a factor - for example, every five unused years reduce the factor by one [2]. This gives a player the interesting task to decide between oft-used and cheap or new and more powerful or efficient rockets. Please note that I have no idea whether this is at all codeable in ksp. [1] I can try finding it, somewhen. [2] The same rocket, launched 32 times five years ago would then cost 52 instead of 44% the original cost.
  4. I am currently looking into building an automated script to rocket-soft-land pods (similar to what SpaceX is promising from DragonFly). For this to work beautiful, I plan on doing the main thrust as late as possible. Therefore, my question is: Is there a way to get the currently possible thrust (similarly to how MechJeb is displaying it) for every - or even just the current - stage, either in TWR or Newton, and ideally in vacuum, current altitude and sea level configurations. Thank you in advance for the answers, and thank you for enabling me to use python to program my rockets! Edit: Also, current mass, and maybe ISP/maximum fuel flow for the engines would be great. Edit 2: Is there a way to get the current body a vessel is in flight on? That is, the Celestial Body representing it.
  5. I'm going to push my original post, since it's probable it wasn't noticed while being moderated. In the mean time, I have another question: Are there experiences for this to work with kOS or kRPC?
  6. First of all, thank you (and those having written the other mods) for the awesome experience RO is (of course, I am still bound to earth orbit, but still). However, a small problem still exists: Both RT2's flight computer and MechJeb SmartA.S.S. seem to be unable to cope with the RCS. Specifically, the RCS is hooked up and working (I can use it myself easily), but both RT2 and MechJeb seem to just fire it wildly. No automated orientation change works (when trying to do so, the engines fire in every direction changing every few seconds). KSPs stock SAS works without any problem. Has anyone experienced something similar and found a solution to it? This, of course, is not a huge problem, only one of comfort. Thanks in advance.
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