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Yemo

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  1. Oh and I almost forgot: If you want a more historical contract progression, ditch SETIcontracts and take a look at Contract Pack: Historical Progression from @pap1723! Works very well with UbM tech progression, don't forget to leave feedback in the historical progression thread:
  2. First "development" update of SETIcontracts in a long time. Deals with some of the "too much science" in career @TheReadPanda, as well as the boring kerbin landing contract (unfortunately only the probe one) and some minor stuff (first missions to atmo planets). Also in preparation of the great new features from @nightingale`s Contract Configurator 1.15.x. SETI Contracts v0.9.7.1 (for KSP 1.1.x) Science rewards Removed science rewards from most SETIcontracts Stock milestone science rewards nerfed (halfed) again Contract parameter changes Powered landing contract requires you to land near the black monolith north of KSC But just the unmanned landing contract, since TakeCommand does not work at the moment Flyby contracts to planets with atmosphere (Eve, Duna) now require you to get science from flying high there as well So you essentially have to slightly dip into the atmosphere Pressure at those levels should be low enough to not snap/heat explode anything (but there is only one way to find out) Adjustments in anticipation of ContractConfigurator 1.15.x
  3. Hey @pap1723, just wanted to let you know that I solved the science balancing issue in SETIcontracts by just removing all science rewards (with very few exceptions). So that the contracts only pay for the restrictions which are unique to career mode (funds, reputation) and science is done like in science mode, by doing experiments. The only exceptions I made were some of the missions which eg went to the same biomes as previous missions (prolonges orbit, eg for life support). And the most important historical milestones (escape atmo, orbit and so on a token 1 science each). That pretty much leaves science balancing between experiments/tech node costs and contract balancing can concentrate on funds and reputation.
  4. Some additional info: ad2: But since RemoteTech now allows you to "redirect" your dishes even without connection, that should be less of an issue. 4. DO NOT USE the HG-55, it will be totally rebalanced (compared to it's remote tech values at the moment)!!! 5. When NewHorizons is installed, ranges of stock and RemoteTech antennas and dishes are simply doubled (thus CommTech-1 with NewHorizons has a new range of 540Gm), while all other stats are kept the same. Since NewHorizons has bigger distances from Kerbol and thus generally less effective solar panels compared to stock. 6. All other mass, range, EC/s changes should be beneficial. Eg except for the GX-128, the max consumption is 0.15 EC/s (150 Watt, pretty much in line with the Voyager communication at about 135 Watt). This makes solar powered Jool and beyond missions more viable (since solar panels are only about 3.5% as effective around Jool as they are around Kerbin).
  5. & Thank you for your feedback! A different perspective really helps a lot for the development! Yeah, the balancing is a major problem, taking not only mods into account, but also modes, like science mode. For quite a while I toyed with the idea of drastically reducing science payouts from contracts. Since those would not be available in science mode, they always inflate science for career games. On the other hand, some career specifics (funds, building upgrades) restrict the reach of missions and thus availability of biome experiments. Therefore I was reluctant to slash them too much. But with more and more evidence accumulating, I decided to now reduce the contract science payouts from current levels (with SETIcontracts installed). Half for the milestone contracts, and removed (with few exceptions) for SETIcontracts. Thus experiments are the clearly dominating source of science in both career and science mode, while contracts pay for the restrictions unique to career mode (funds and reputation). This makes science much more predictable and uniform between the two game modes, improving the ability to balance them with tech node costs. Will be done with the next release of SETIcontracts. In other news: There are updates almost ready for UbM and SETIrebalance. Aside from minor changes (wheels), the big change will be a reevaluation of RemoteTech, especially in terms of masses, EC/s, ranges!! and tech node positions. With special attention to stock + OuterPlanets as well as NewHorizons + OuterPlanets. I tried to keep it as non-damaging to existing vessels/designs/missions as possible, though with a general rebalance, that is not always possible. So here are the changes that could prove troublesome: 1. The lesser antennas and dishes got increases to their masses (everything up to KR-7 has max 10kg more mass, the Communotron 88-88 has 20kg more mass). Though those increases are fairly modest and deltaV reserves should be able to absorb them. 2. The cone of the KR-14 is lowered from 0.04 degrees to 0.03 degrees. Which might lead to additional problems when pointing from Eve to Kerbin when they are both close together, to reach sats in keo sync orbit. 3. The CommTech-1 range is reduced from 350Gm to 270Gm. No issue for stock system, but for other systems, try switching to the GX-128 for new missions.
  6. Hey, I just checked out this new version and while switching back and forth between the All tab and the Available tab, I came up with another suggestion: With many contract packs installed and no rng/slots to restrict the number of total contracts, it is still very scroll heavy. Also, the current vertical alignment of the "stars" makes it harder to distinguish them, if they are not grouped together. 1. Alternative: Therefore I propose using half-height contracts in the "Available" tab, like they are used in the "All" tab. With "stars" aligned horizontally and the agency logo at 1/4 the size, where the red "X" are displayed at the moment. 2. Alternative: I m not sure about this (since it again increases vertical space requirements), but perhaps if the "groups" were half-sized as well, then the whole mechanic of the "All" tab could be used for the "Available" tab. With the difference that all groups are opened by default but only the available contracts are displayed. Thus groups with only 1 available contract would take up as much vertical space as a former "full-size" contract (group height + height of 1 contract, both half the height of a former full size contract), but every additional contract from a group would only take up half the vertical space. And it would still allow for the "closing" of groups as well as give the better grouping indication from the "All" tab without taking up so much vertical space.
  7. Hm, looking at the screenshot, maybe your initial understanding is even better than what I actually meant. Totally flat view without the group tabs, just all available contracts in a list (like stock), but instead of ordering them by "stars", they are ordered by "group", just without displaying the group. That would result in an overview of the actual contracts without any need for clicks and with the least amount of scrolling. Which imho are the 2 most relevant comfort criteria.
  8. Wait, I think you misunderstood. I meant a grouped view, but where only groups with available contracts are displayed, all those groups are "open", and within those groups only the available contracts are displayed. Sorry, should have expressed myself more clearly. edit: And this view should be the default, to minimize necessary clicking for default players.
  9. Hey, since I play with remote tech and consider modding the dish ranges, can anyone tell me the furthest distance Plock can get from Kerbol? When OPM is combined with stock, it seems to be about 600Gm, when combined with NewHorizons it seems to be around 1100Gm, but those are very rough estimates. Thank you very much!
  10. Great idea! One suggestion: For practical reasons, a view mode which shows only available contracts would be great. Basically what is visible in stock at the moment, but without the rng deciding which you see. Otherwise the user has to decide between clicking a lot to open the packs or scrolling a lot to get past the not ones not offered at the moment. Kind of a default view for mission control, all packs open but only showing the available ones. And perhaps a button to return to that default view at any time.
  11. Hey, thanks for your hard work keeping KW alive! I have some questions/suggestions regarding engine balancing. I noticed that I do not use 3 engines in particular, because of their stats compared to stock engines: Vesta VR-9D: Seems extremely heavy compared to the Poodle. I ve made a pull request for that one to have the mass lowered from 5 tons to 3.7 tons. Maverick-V: Essentially a Mainsail with 100kN less thrust, 5 less atmo Isp, 5 more vacuum Isp, same mass. Not sure what to do about it. Maybe an engine between Skipper and Mainsail? Wildcat-XR: Similar to the Rhino in dimensions, but worse in the most relevant areas (TWR, atmo Isp, vacuum Isp). Anyway, just some thoughts/suggestions.
  12. @kcs123 Well, the main issue would indeed be the remote tech dish. But with SETIrebalance the KR-14 only has a mass of 200kg. And I made a pull requests for the SETIrebalance mass changes to be implemented in stock RemoteTech (already merged and got the 1.7.2 milestone flag). That is my simple Eve atmo-dipping vessel for 106 science (only the basicScience node from the 45 science level), 45 parts, 54 tons, 7200 m/s dV (no aero capture, and easily able to do Duna as well). So you should be able to get science high space, low space and high flying by just going a few hundred meter into the atmosphere. It only has thermometer and barometer, but adding a magnetometer and a countermass should not take much dV off it. And with the Duna and Eve multipliers as well as the contract payouts, it should be very funds and science efficient. edit: Even with 1 ton KR-14 it would be possible with the same building and science unlocks, even when simply adding a fuel tank to the center and adding 4 BACC, it comes down to around 90 tons and 7100 dV. @kcs123, @politasAnd yeah, the non-ckan install method is painful. And prone to forgetting non-bundled dependencies or installing the wrong folders by accident and so on. Unfortunately some modders decided to pull their mods from ckan. While ckan sometimes messes up, most install issues are due to modders changing folders/filenames while ckan does not properly delete the mod before installing a new version. So it is kind of shared blame in most instances. Had to learn that the hard way as well. CKAN should just delete the old folder before updating a mod and probably at least 90% of the install issues would be solved. The argument is, that it does not want to delete manual changes to those files. But some mods create files in their folder on first start, so ckan thinks that there is a manual file in there and leaves the folder upon uninstalling. Which then may trigger module manager statements based on the existence of that folder, and thus you have the starting point for a spiral of issues. Imho deleting folders by ckan is the much smaller evil.
  13. I moved the stock standard rover wheels to engineering101, to have comparable capabilities in that regard, independent of installed mods. Also I very much recommend taking a look at SETIrebalance, since you tossed out Bluedog Design. Especially the rebalancing of masses gives it a more coherent feel (eg Mk1-2 pod 2.55 tons dry instead of 4 tons and so on). The ScienceJr becomes probe size and so on... And with the recent version, you can opt-out from the reaction wheel rebalancing by simply not installing the empty folder called SETIrebalanceReactionWheels. Of course not all mod reaction wheels are nerfed appropriately so far. So eg the MOLE command pods are fine, since they are so heavy, but eg MOLE also adds a reaction wheel with 100kg mass and 30 torque, which is extremely overpowered for SETIrebalance. So a bit of roleplay/houserules is still necessary in that regard. I ll keep the buffalo in mind for the next bigger update. @kcs123 Yeah, I thought so as well. But I have seen so many people using a jet without wings as a rover (available at stability for 8 science, which is easily gathered with the mini rover wheels), that I actually would prefer real rover wheels. The KSC biomes are a special roleplay choice and the difference between mini rover wheels/jet without wings and proper rover wheels is so small. I ll give a more detailed reply to the second part later, as that is very important to balancing. Unmanned before Manned v1.0.9.3 (for KSP 1.1.x) Adjustments Standard rover wheels earlier at engineering101 KW Rocketry Maverick-1D earlier again at advRocketry Initial Mod Support Dr. Jet's ChopShop MOLE
  14. Yeah, UbM needs some more mod support, and SXT is so large that it is really hard to sit down and work on that. The long overdue update of SETIrebalance, now step-by-step as announced a few days ago. ReactionWheel rebalance is now opt-out, materials bay and mystery goo collectibility is separate, so that it can be used with Unmanned Before Manned as well. SETI Rebalance v0.9.7.0 (for KSP 1.1.x ) ReactionWheel rebalance opt-out New (empty) folder SETIrebalanceReactionWheels in GameData If folder is detected in GameData, reaction wheels are rebalanced (nerfed) If folder is not found, the reaction wheel rebalancing does not occur MysteryGoo and MaterialsBay collectibility externalized New separate mini mod "SETIrebalanceMaterialsGoo available Thus it can be used with UnmannedBeforeManned Should reduce the in-thread questions from people who do not read mod descriptions/warnings in red Added Mod Support Near Future Spacecraft SETI RebalanceMaterialsGoo v1.0.9.0 (for KSP 1.1.x) Makes materials bay and mystery goo not collectable They can still be reset by scientists Best used in conjunction with mods fixing science rewards (100% when returned, eg SETIrebalance) Intended progression: Transmit once for low value or return for full value With scientist, you can reset and thus transmit multiple times With Station Science Cyclotron part you can transmit for full value and thus science hop
  15. Yeah, I really have to restrain myself to not make UbM going closer towards SETIctt and keep it as stock alike as possible, only using extra nodes for serious clutter parts, like girders, wings and TAC clutter. I ll be grateful to work with those configs once SETIctt is picked up again, when we see what changes in 1.2 and the base is a bit more stable to undertake a massive rewrite. Apropos SETIctt, I might give the old one a farewell by including the ScienceJr and Goo shift from current UbM... For UbM I m aiming to support MOLE and Dr. Jet's ChopShop, in support of @TheReadPanda who has those in the mod pack he uses with UbM at the moment as @kcs123 noted above: TheReadPanda - twitch stream AylwickUK is doing a SETI/UbM playthrough as well: www.twitch.tv/Aylwick Bloody h*ll, how to configure that link window thing?? And @gamerscircle is streaming SETI/UbM on twitch, though he continued and existing game, thus no early game UbM: GamersCircle - twitch stream You are welcome!
  16. Unmanned before Manned v1.0.9.2 (for KSP 1.1.x) Additional Mod Support CryoEngines NearFuture I m currently migrating the metadata for the ckan installs, when that is done I will be able to do a minor update for SETIrebalance as well.
  17. Should work fine, discussion was only about procedural parts.
  18. SETIctt might change the unlocks by tech (not sure at the moment). SETIrebalance adds the mech jeb module to command pods. SETIrebalance added the KER module to all command pods as well. But perhaps KER changed in the meantime. I recommend going to VAB/KER settings and set it to partless instead of career.
  19. Deleting contract mods will not solve this (might just change the probabilities). The only thing you can do is, to check the SETIcontracts image in the OP and if fulfill the requirements but do not have the contract showing up, then decline an offered 2/3 star contract. Just the way ksp works. About real fuels procedural parts: Hm, you could indeed just copy the SETI config from the normal liquid fuel tank and replace the @PART[proceduralTankLiquid] with @PART[proceduralTankRealFuels] for the real fuel tanks. I ll consider it again once I start working on the redevelopment of SETIctt.
  20. I m pretty sure that is a result of how squad handles contracts. There is a number of "slots", depending on reputation and so on. Eg you have 5 slots for 2 star contracts. To get a new contract, you have to decline/complete an existing 2 star contract. Sometimes it reshuffles the ratio a bit when you decline other contracts. Essentially to get a specific SETIcontract, you might have to decline/complete other 2/3 star contracts to free up slots. Nothing I can do about it as far as I know, just how squad contract system works. edit: About real fuels: Most people who use real fules go for realism overhaul anyway (and thus RP-0). Therefore real fules support is not planned for SETI, I just lack the time to maintain it. My recommendation is, to just remove the size constraints for all tanks and roleplay that restriction based on the unlocking of stock parts. @MatBailie: Well, exactly what @kcs123 said: Do not mix older ksp versions with newer mod versions. However none of the mods within this thread had changes which would make them incompatible between ksp 1.1.x and 1.0.x (but they adjusted to new versions of eg custom barn kit and so on). It might just be one of the many ksp 1.1.2 bugs. Or an issue from somewhere else. Unfortunately due to time contraints, I can realistically only support the newest ksp versions (and a more common mod install method), especially when the last ksp version was not exactly stable itself. Some observations: The 2km threshold sounds like you entered physics range. Oh, and I thought kerbals are now inside crew parts for rescue missions?
  21. SETIctt (working, but not supported for ksp 1.1.x) changes the tech/size unlocks. You can find the configs in SETIctt\MM-TechTree-PP, if you have that installed. SETIrebalance changes the tank contents, the configs are in SETIrebalance\0ProceduralParts. To my knowledge, no other mods in this thread change procedural parts. While at one point there were specific configs for RealFuels, I dont think they are in anymore. Hope that helps.
  22. I just recieved a bug report from @gamerscircle. It seems that the bug which prevents upgrades from taking effect is not restricted to existing careers, I just happened to encounter it only when testing there. I therefore pulled the SETI-CustomBarnKit-Config mod until I can figure out why this happens. Sorry for the mess.
  23. @Anthras That sounds like you have RemoteTech 1.7.0 for KSP 1.1.2 installed and not RemoteTech dev build 554 (which is the only one working with ksp 1.1.3 at the moment).
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