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Yemo

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Everything posted by Yemo

  1. @The_Rocketeer Well, I also dont think it is harder to learn than orbiting. . Orbit Flight 1. enough TWR to overcome gravity enough TWR to fly 2. not too much TWR to not burn up enough lift to fly 3. you need "sideway" velocity for orbit your CoL needs to be behind your CoM 4. right amount of control eg gimbal right amount of control eg surfaces Pretty simple. If you have too much control on your rocket it starts to wiggle with SAS, same for your plane.
  2. Planes are not hard once you understand how they work. Kind of like getting to orbit. Once you understand how it works, it is quite simple.
  3. Yep, though at the moment I have very little time. For SETIctt rewrite I first want to see what ksp 1.2 actually does. If it goes like 1.0 and 1.1 I m not really inclined to put work into it just for it to get crushed in again, especially with my current time constraints. I guess there will be enough to do to keep UbM and SETIrebalance running, as well as the support mods. The main gameplay differences between SETIctt and UbM are just that the latter has reaction wheels from the start. The more science required for SETIctt is kind of more than balanced out by the fact that UbM gives you high gain science experiments (materials bay and mystery goo) much later. You can certainly try, I did not try so far. Though especially the RemoteTech modding/ranges might be off, have not tried those as well.
  4. CTT + "Unmanned Before Manned" for career. Or ETT or any other non-stock progression tech tree for career (though I do not know how well those work with Interstellar, I just know that UbM + CTT works since I m involved there). If you just do not enjoy the default/full remote tech but still like the general concept, I recommend RemoteTech + SETIremoteTechConfig (adds lots of ground stations on kerbin) + SETIprobeControlEnabler (so that you do not need a connection to control probes, just to transmit science back to KSC).
  5. Actually I m not so sure about the mod support comparison anymore. UbM now has special configs for quite a few which SETIctt does not have configs for. UbM mainly concentrates on the early tech tree. And on probes first + less ridiculous part placement (ladders, some girders and so on). SETIctt does what UbM does, plus more challenge/realism (no reaction wheels at the start, much later fuel lines) and it aims at the whole tech tree. At the moment (and especially if you are new to SETI) I recommend going with the Dependencies/Recommendations/Suggestions for UbM, except perhaps VenStockRevamp, which has some issues at the moment. More up to date, some improved science progression concepts and more stockalike. You can delete the (empty) SETIrebalanceReactionWheels folder from SETIrebalance, if you dont like the reaction wheel nerf/balancing. And while talking about the recommendations and dependencies, that might need some work as well. Perhaps all the general/convenience/gameply mods to SETIrebalance recommendations and suggestions, depending on their necessity. And the tech tree recommendations and suggestions can then focus on supported part mods.
  6. SETIctt works but is not developed at the moment, if you are new to SETI, I recommend UbM + CTT instead of SETIctt. Whoops, did the antenna range, but forgot the ModuleSPU (since SETIrebalance took care of that when I tested with RT), thank you very much! @Demian_Scales, @Malah Changed the RTPassiveAntennaTech to the start node, should work now, thank you very much! SETI ProbeParts v1.0.1.1 (for KSP 1.1.x) RT Module SPU fixed for probe cores Unmanned before Manned v1.0.9.6 (for KSP 1.1.x) Mod Support StockRT FTL Drive Continued
  7. Hm, thinking about it some more, I could just change the statement in UbM to put the RTPassiveAntennaTech at the start node. That would also fit better in the UbM progression, even without StockRT installed. I ll have to do an update anyway and that would imho be the simplest solution. @Demian_Scales: Thank you very much for your suggestion!
  8. Hey @Demian_Scales, thank you very much for the report. Since UbM changes the RTPassiveAntennaTech tech node, I will deactivate that MM statement when RTStock is detected. That should work, as far as I can tell!
  9. SETI ProbeParts v1.0.1.0 (for KSP 1.1.x) Additional Parts Alkaline Fuel Cell Mini (uses inbuilt hydrogen and oxygen) Advanced Grabbing Unit Mini
  10. Within UnmannedBeforeManned-TechTree.cfg, there is an entry for dmUSGoo and dmUSMat, at miniaturization and precisionEngineering.
  11. You cant do a check with ckan after a manual install, you can do a manual check after installing via ckan.
  12. Forgot to reply to the parachute bit. The current solution is certainly not first-best. The problem is, that it is simply too easy to use parts for stuff they are not supposed to be used with (RealChutes sizes are not bound by case size). That is also the reason why all radial parachutes are even later. As I consider RealChutes pretty much necessary for a balanced setup (since stock does not provide information on how much parachute area is necessary for which atmosphere and mass), that is what I have to balance the tech tree for. Thermometer and barometer can be fully transmitted anyway, so the recovery part is only about roleplay and funds.
  13. The MM :NEEDS[xyz] checks for both top level folder names (folders directly within GameData) and plugin names. If either of those exist, the :NEEDS[xyz] statement is fulfilled. That is handy since many mods do not have plugins (mine included) to check for. If I was involved on the ckan side, I would simply remove the folder upon uninstall. Imho ckan is a mod for mod install and uninstall. If mods wish to retain their configs beyond uninstall, that is their problem. RemoteTech went and put configs into the savegame folder. Or FAR could make its plugin so it creates a settings file in a new folder called FARsettings. Since that folder would not be generated by ckan, it would not be deleted by ckan upon uninstall. But that would be the mods problem. Or the mod can simply be removed from ckan. Imho ckan should be a service with certain conditions for proper functioning. If a mod does not like those conditions, just exclude it from the service, so that it does not damage the service or its reputation for all the mods which do.
  14. Just edited something in, but I guess I better put it here: edit: Special cases could get a flag, that the folder does not get deleted, to allow that possibility as well, if the mod author desires it or the file/update structure is just not supportive. If the optional flag is not set, the default is true. "folderDeletion": "false", edit2: Or do it the other way around, default is false, and true is optional. Would also be better for the transition period.
  15. @TheReadPanda: Thank you very much! Will watch the replay! PS: There seems to be an "e" missing in "tape" http://boostersandspacetape.libsyn.com @Liondrome Hm, UbM definately has configs for those dmagic/us parts. I ll have to check why they do not work. By any chance, did you install SETIctt? @kcs123 Oh I totally forgot about ckan, wanted to reply to @politas before. The issue of deleting folders which are used by multiple mods is easily solved, by configuring the install instructions of the mod: Eg if the install instructions are "install": [ { "file": "AAA", "install_to": "GameData" } ], Then the folder AAA gets deleted upon uninstall/update. If the install instructions are "install": [ { "file": "AAA/BBB", "install_to": "GameData/AAA/BBB" } ], OR "install": [ { "find": "BBB", "install_to": "GameData/AAA/BBB" } ], Then the folder BBB gets deleted upon uninstall/update, while the folder AAA is not deleted upon uninstall/update. It is then simply a matter of adjusting the install instructions once, to respect that scheme. And only really necessary for the mods which use common folders.
  16. It has configs for both. Seti part mod squad fuel tanks .cfg or something like that for the stock tanks. procedural ones are in the procedural folder within seti rebalance.
  17. @secretly_asian hm, since both seti rebalance and smurff change masses, problems are likely. I recommend choosing between them, not entirely, but with regards to fuel tanks.
  18. Unmanned before Manned v1.0.9.5 (for KSP 1.1.x) Part placement changes RealChutes stack and double cone chute earlier Mod Support SETIprobeParts (new SETI mod focusing on stock probe sized parts) SETI ProbeParts v1.0.0.0 (for KSP 1.1.x) Provides new stock parts (using stock models) for the 0.625m probe diameter. Including heat shields, inline RCS, solar panels, shielded docking port, new engine configs and inline probe cores. Strongly recommended: SETI Rebalance, and a tech tree which makes sense (probably every tech tree except stock...) From top left to bottom right: Small extendable solar panels, 42 EC/s Heat Shield 0.65m Flat battery, 800EC Small Cargo Bay Inline Probe Core with integrated thermometer Inline Probe Core with integrated thermometer, stronger reaction wheels, more battery power Inline monoprop tank with mini RCS (all one part) Inline monoprop tank with mini linear RCS (all one part) Shielded Docking Port Jr. Science Jr 0.625m Small retractable solar panels, 42 EC/s Deployable/Retractable 2.5m heat shield, 0.625m diameter when stored Small SRB Small LFO engine Mini linear RCS Mini RCS Small monoprop tank Small LFO tank, but larger than OscarB Simple sounding rocket: Science return vessel with docking capabilities and stack chute from RealChute: CommSat with reusable, deployable heat shield for aerobreaking and dish from RemoteTech:
  19. SETIctt is on hiatus at the moment, so that I can concentrate on some of the other projects and test out planned features for the redevelopment. In reality, "reaction wheels" saturate and then need to dump momentum. There is a mod called semi-saturatable reaction wheels, which goes in that direction and makes them much less magical. Since there is so much stuff that can be fixed with configs, and so few modders fixing stuff with configs, I want to concentrate on that niche and leave the plugins mainly to other modders. I do not check for compatibility with RealismOverhaul. With regards to TAC LS for KSP 1.1.3, I can only tell that I did not hear any complaints and I did not see anything which would indicate an issue. SETI Rebalance v0.9.7.2 (for KSP 1.1.x ) Balancing Oscar B dry mass reduced to 12.5kg from 25kg Stock parachute masses and costs are now related to their deployed diameter (...) eg 41m Mk2-R 50kg heavier, everything else (much) lighter, along RealChute masses & costs RemoteTech dish size changes KR-14 and CommTech-1 smaller, they now fit within 2.4m Thus they can be narrowly protected by 2.5m heat shields, if the craft accurately holds retrograde
  20. @AlbertKermin Hm, I understand. Though 2 seems a bit strange, as the current mono thrusters only provide attitude control anyway, which is a bit redundant since a reaction wheel is built in as well. 2 more thrusters like this would imho provide a lot more functionality for the mono without much effort, complicated side-way burning or doubling part count:
  21. Go for around 776km, so you have a nice orbital period of 90 minutes, which is 1/4 of a kerbin day. So easy for deploying multiple sats with one launch.
  22. Hey, great work! Some suggestions about redesigning the top part: 1. Change of the very top to be a shrouded mini (0.625m compatible) docking port 2. Add two more RCS thrusters (to be able to push "aft" with RCS build aid), so the 120m/s monoprop deltaV can be used for a "deorbit" from low kerbin orbit (before turning the capsule around for reentry) 3. The parachute can easily come out of the side, would not matter when it lands a little skewed to one direction, as long as it comes out near the top of the vessel. 4. Increase battery to at least 100EC (equivalent to 5kg, instead of the current 30EC/1.5kg) or better 120EC. That would drastically increase versatility. Picture a 0.625m probe tug with docking port jr at the top, which brings the return capsule from eg Mun to Kerbin orbit. Then the capsule undocks, lowers its peri with the monoprop, before turning for reentry. And then a new mission brings up a new capsule, which redocks with the tug, which then moves it to Minmus! And about the bottom part: Please make the 0.625m heat shield a seperate part, thus it becomes much more useful even when used without the other parts. Stock KSP is really lacking such a 0.625m heat shield!
  23. 60% still works well, though I will adjust the recommendations for the OP a bit, thank you for the reminder, really need to update the first post! And the 2 updates for UbM and SETIrebalance, with the focus on wheels and RemoteTech (especially concerning OPM & NewHorizons): SETI Rebalance v0.9.7.1 (for KSP 1.1.x ) Situation and biome mask rebalancing, inspired by Kerbalism mod EVA report not available while flying low So no reason to do an EVA report while standing on the ladder of a landed craft But still possible to do a "kerbal" daredevil stunt while dipping into Jool's upper atmosphere... RemoteTech antenna and dish rebalancing In order to better align with OPM, NewHorizons, gameplay and realism All ranges of the stock and RT parts are doubled when NewHorizons is installed DP-10, mass from 5kg to 10kg, EC/s from 0.05 to 0.04 (40Watt) Communotron 16, mass from 5 kg to 10kg, EC/s from 0.06 to 0.05 EXP-VR-2T, mass from 10kg to 15kg, range from 3Mm to 3.5Mm, EC/s from 0.08 to 0.07 Communotron 32, mass from 10kg to 20kg, EC/s from 0.16 to 0.1 Comms DTS-M1, EC/s from 0.2 to 0.12, mass from 30kg to 40kg KR-7, EC/s from 0.2 to 0.12, mass from 50kg to 60kg HG-55, range from 25Gm to 700Mm, EC/s to 0.15, cone to 4, mass to 80kg Communotron 88-88, mass from 0.1 to 0.12 tons, EC/s from 0.21 to 0.15 KR-14, range from 60Gm to 90Gm, EC/s from 0.21 to 0.15, cone from 0.04 to 0.03 CommTech1, mass from 0.3 to 0.24 tons, range from 350Gm to 270Gm, EC/s from 0.3 to 0.15, cone from 0.006 to 0.01 GX-128, range from 400Gm to 700Gm, EC/s from 0.34 to 0.20, cone still at 0.005 Some prices adjusted as well Mass rebalancing Illuminator Mk2 mass from 15kg to 5kg Illuminator Mk1 mass from 15kg to 10kg, still freaking heavy, but I guess that is the kerbal way RoveMax Model S2 mass from 50kg to 15kg RoveMax Model M1 mass from 75kg to 40kg TR-2L ruggedized wheel mass from 50kg to 80kg RoveMax Model XL3 mass from 1250kg to 160kg Unmanned before Manned v1.0.9.4 (for KSP 1.1.x) Tech Adjustments Communotron 88-88 earlier at advElectrics Comms DTS-M1 earlier at electrics HG-55 antenna earlier at electrics Atmospheric Fluid Spectro-Variometer at electronics RoveMax Model XL3 earlier at fieldScience FL-A5 flat adapter and micronode earlier at structuralParts, thank you @pap1723 RockomaxBrandAdapter2 earlier at generalConstruction Some more part placement changes for MOLE & ChopShop Buffalo Bear Cup wheels to engineering101, thank you @TheReadPanda Buffalo Omni Wheels to spaceExploration, thank you @TheReadPanda Cost Rebalances Thermo, Baro, Accelerometer prices set to SETIrebalance levels, to prevent early bankruptcy Craft file updates Improved controllability for many designs All A-series VAB vessels are now usable without any building upgrades (max 30parts, 18 tons) New B-series design for early probe mission to Duna (and Ike), 30 parts, but around 40 tons
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