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KSP2 Release Notes
Everything posted by shdwlrd
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Also will need the mothership grade generators and reactors. 29 wave generators and reactors is a bit too much. I was starting to lag really bad once I got everything started. It's funny you mentioned the Buffalo puddlejumpers. I was thinking that a low profile gravitic engine and a surface attachable or a stackable version of the wave generator would be perfect for creating a Buffalo shuttle craft, or making a orbital drop rover (Mako?) like in Mass Effect. It would also make KFS a little easier to use with the stock parts and other part mods. The half keel engine and structural parts would make some designs look cleaner and get rid of my personal pet peeve of Z fighting between parts.
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I love how the gravitic engines maximum lifting weight is based on how much power you can feed into it. If you can't see the it, the total vessel mass is 562,956kg. That's off of one engine!!! I can probably add another 80,000kg to it, but the kraken was starting to poke it's head around. The overall design is not practical, but you can do Atlantian city ships if you have enough power. (Stargate: Atlantis) Or if you're not a Stargate fan, a fully relocatable colony ship you can move from planet to planet.
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Thank you. I have an idea for a super heavy lifter. Just need some time to built and test it. The hydroscoop, that make sense now. I was thinking it was for gravoilium from water. That's my bad. I was looking at the wrong resource as propellium was near full when I tried it. It's been a long time since I used any of the Pathfinder converters. (I usually use MKS for that stuff.) I'll look through the converters tomorrow. Makes sense if it is that rare of an element to find. Then the only real option for surface extraction is to use a bunch of drills. Yeah, orbital extraction sounds a lot easier. (I have no luck with resources and asteroids.) I've had games that a resource percentage was very low still show on the SCANsat maps. After running the ground level analysis in all the biomes did I find out it wasn't worth extracting that resource on the planet. That actually can be a way to point players to Eve and Dres. Let them decide if it's worth their time and trouble to search for that one sliver of extractable gravoilium and extract it.
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Can't crazy mode into the ground, mountains, or buildings. But you sure can crash the good old fashioned way. I added Pathfinder and Buffalo to my install to play around with the resources. I have a couple questions about gravoilium and propellium. Gravoilium is available in low orbit for Lathe, Kerbin, Eve, and Jool; and on the surface on Dres, Eve, and in some asteroids. The thing I'm seeing is that Dres and Eve is showing a resource percentage of 0.00%. (Using the stock survey scanner.) Is this correct? I'm reading it as there is nothing worth looking for on either planet. If the resource percentage was 0.01 or 0.02%, I would think it's real rare and may be worth at least sending a probe out to the planets to see if I can find the one or two a good sources. Where do I find propellium? Is there a converter I missed in KFS? Is it something I can make using one of the Pathfinder converters? Also gravoilium and propellium isn't showing in the SCANsat resource lists but all the other resources for Pathfinder are showing. And to show I'm not just griping... my Mk2 freighter. Made with the finest (none were recalled, I swear) Buffalo storage containers. Designed with all your transportation needs in mind.
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I reconfigured the tank using omni storage included with KFS. I didn't add any to the tank since it doesn't leave the SPH/VAB and you have to fill up on the runway/pad. The reason I was asking about the crazy mode because I think there is a problem. I built a saucer with a probe attached to it. I dropped the probe to the ground and tried to crazy mode away to see what the distance is for the burst. I wasn't able to use crazy mode until I was outside of physics range of the probe.
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I crashed into Eve and destroyed the cockpit but some how the rest of the craft survived. Don't crazy mode into land folks. But I started getting some NRE's once I lost control of the craft. [WRN 20:28:28.670] [F: 427070]: Vessel ufo crashed through terrain on Eve. [LOG 20:28:28.672] wbiA51Cockpit (ufo) Exploded!! - blast awesomeness: 0.1 [LOG 20:28:28.707] [wbiA51Cockpit (ufo)]: Deactivated [LOG 20:28:28.903] [Pilot Assistant 1.13.1]: loading preset for craft wbiA51GraviticEngine [LOG 20:28:28.903] [Pilot Assistant 1.13.1]: False [LOG 20:28:28.920] 1 explosions created. [LOG 20:28:28.920] [Progress Node Reached]: Splashdown [LOG 20:28:28.920] [Progress Node Complete]: Splashdown [ERR 20:28:52.830] Module WBIGraviticEngine threw during OnFixedUpdate: System.NullReferenceException: Object reference not set to an instance of an object at WildBlueIndustries.WBIGraviticEngine.UpdateThrust () [0x00000] in <filename unknown>:0 at WildBlueIndustries.WBIGraviticEngine.OnFixedUpdate () [0x00000] in <filename unknown>:0 at Part.ModulesOnFixedUpdate () [0x00000] in <filename unknown>:0 It's just an excerpt of the log for the crash. I'm also seeing resource related NRE's. They seem to be harmless but NRE's are never a good thing. Here is the download link for the log. https://www.dropbox.com/s/5m7tczx13tplhmb/KSP kfs 060318.zip?dl=0
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I think I have a new freighter. 24 tonnes of ore into orbit with ease. Over all, it performs very well. It's just a little overpowered on the low end of the throttle. One tap on the shift key and you're of at ~1 m/s/s. Maybe changing the acceleration curve so it's a little flat at the bottom end of the throttle range and ramps up as you increase the throttle. Just a quick question about the engine. Is the acceleration and max speed tied to the ISP?
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Little issue... The mirror symmetry is not quite right. Not a big problem, just throwing it up. Plus some thoughts on the gravitic engine. Once you add some throttle you're accelerating no matter what. To slow down you have to kill the throttle and let physics slow you down or click the reverse button and throttle up. What if, when you are in motion, have a throttle setting (10% or below for example) start a forced braking of the craft? The braking effect would continue until the crafts momentum reaches ~0m/s or the throttle position is zero. It also may be handy to have a button on the hover window to kill all horizontal momentum.
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I'll give it a try, let you know what happens. I remember a mod from the .21 days that did the same thing. (Gravity drive or something like that.) It would do the same thing you're describing. It's cool that you figured out how to control that. But without operational limits, it was a very dangerous thing to use. I broke KSP many times do to that mod.
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Thanks. @Angel-125 I did run into one small issue. I wasn't able to purchase Graviolium in sandbox mode. I'm playing classic stock. Log file to follow... Some more screen shots from yesterday. I really need to remember to hide the UI when doing screen shots. Don't mind the missing IVA props. I was so excited to play around with a flying saucer that I forgot to download the props.
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From playing around with the crazy mode (very cool btw), I can see a need for a safety shutdown for the crazy mode down command when the radar altitude reaches 50-100 meters above the surface. From that altitude you can use the normal vtol commands to descend to land or hover above the surface. The KSC directors don't what you to crash their very expensive, advanced space craft because you're in a hurry to land it.
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Unfortunately I've played that install since then. I didn't think of saving the logs since I didn't see any obvious errors noted in them. The only thing is I had to refresh that install since it somehow got corrupted. Maybe that was causing it? If I see that behavior again I'll save the logs and let you.
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I can handle the music for about half hour or so. After that I have iTunes shuffling away through my music collection.