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autumnalequinox

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Everything posted by autumnalequinox

  1. Been enjoying the failure rate. It feels puuuurfect (I may have said this before). Just rare enough for my anxious brain. I know heat now degrades parts. I had a probe heading to Moho and in an attempt to perform a braking burn and get into orbit, my cryo engine fails, boom! Then I have a backup, four small monoprop engines, which immediately fail as well. I'm assuming this is due to solar heating (my parts were showing about 450+). In addition, I did accidently burn the transfer engine really hard earlier in the mission. My question is, if I use a mod like heat control (bleeds heat away using radiators and heat pipes) could this save my engines? Or if I build a protective thermal shell around them and keep engines shadowed? I'm using 1.02 still so I know the heat system is weird but cool = more reliable, correct? I just want to make sure I can fix this problem through creative engineering.
  2. @Paul: I'm still on 1.0.2 until I finish this career, then I'm setting up a linux build and going to try something different My fault I just got heat control mod to take care of things until then, so I have solid solution now thankies.
  3. So what's the deal with the load %? I ran an Elektron at 100% load (three Kerbals) and in a very short time it heated up and exploded. Do they need to run below 100% (aka more parts) to keep cool?
  4. @KillAshley: So pretty. Nothing screams Kerbin is an alien world like a big blue ringed planet fading over the horizon. Hehe Sold.
  5. Anybody banged out a MM patch for this? I checked with weight and a rough conversion would be LqdHydrogen to Hydrogen about 1/10. Not going to mess with oxygen as I use TAC and assume it's stored as a liquid (I don't do real fuels, just stock fuels + LqdHydrogen). If not I'm going to work on one now.
  6. Thank u OpenGL and having an AMD video card It's crazy I freed up like 500 mg and no frame rate lost. Good to know this can run with lots of mods, cause as soon as my career mode is finished I'm gonna get it a whirl and blow everything I thought I knew about the Kerbin system out of my brain Anybody have a screenshot of Kerbin's gas giant parent world on the horizon??
  7. My lander is going to be coming down with a packrat seat bolted onto the right fuel tank. Duct tape and spot welds. Whatever works, right?!? When all else fails, KERBALIZE IT!
  8. Yeah I just read Kospy's post.. sad kitty here. Dang. So no way to construct the packrat from parts right now.. Edit: Soo it can be used but requires some fun filled guessing with invisible icons! WEEEE
  9. Anybody else had a problem with the packrat seat not being draggable with KIS? It's odd there's no thumbnail visible in the VAB selection screen but I can still plop it down normally, just no drag-into-inventory. Not sure if this is a prob with KIS or packrat. Every other part from the mod can be placed. Edit: It can be moved and placed in, it's just invisible in the KIS inventory, soooo nevermind it's more a glitch likely with KIS.
  10. chris, I love you for this mod. Let me say it again: LOVE LOVE LOVE. I can FINALLY design rockets in a neat, clean way. Everything makes sense now, you have saved me crazy time . I even invented a nomenclature like: Osiris IIIsbA 15 tons LKO, Transfer 0.5 (osiris 3 stage, solid boosted, A series, 15 tons to 90 km, 500 delta/v transfer). I have never been able to do this before. My sub-assembly section is filled with tested rockets with predictable capabilities. I can now design payloads with a weight ceiling and I know exactly what they can DO! No more revert---revert---revert---now I gotta go to work, oh look I'm late cause I just wanted to get this damn thing to the Mun without doing math problems. <3 forever this is brilliant gods I wish I found it earlier - - - Updated - - - (oh and the cost bug is some weird stock thing, I know roverdude had it with USI modules last update and I think he corrected it)
  11. This is a possibility. I know there are some mods such as Kabin Kraziness that work this out to some degree, although at a fixed rate and not taking into account personality dynamics like you stated. But if I can figure out a way to interact with the flight scene without bogging down the game it's totally an option. One more thing: The historical log will be seperate from the Roleplay/event system, which I will work on first. Chicken and the egg. The log will initially just be an event log for the mod itself which I will integrate other stuff into as I go. I want the original four to have their own events, as they will be consistent throughout everyone's game. I'm developing personalities with a matrix, using Courage and Stupidity values at 3 points (low, balanced, high). This should create about 27 distinct personality types for event calling and interaction. BadAss will be a one of them Others such as "bookworm" (low stupidity, low courage), "adventurer scientist" (low stupidity, balanced courage), "flyboy/girl" (balanced stupidity, high courage), etc etc. Still working it out. Skill level combined with personality type and in-game stats should give me plenty of numbers to work with. Additional stats will be derived from these, such as TMT (60 days x level + % courage, modified by personality type and number of missions). I'm thinking even a good, ultra-skilled Kerbal will likely retire after a 2-3 year single mission. BadAss will allow a Kerbal to ignore retirement indefinitely, or become the most awesome retired trainer/administrator imaginable (think Alan Shepard). An event: "Jeb has experimental surgery to further rejuvenate his BadAssery and returns to flight rotation" could be something that could keep BadAss types in the game. One more thing: The legendary hatred of Flight Surgeons by astronauts. Should I bring in a Health stat? Should Kerbals risk being grounded if they either lose health (via rads, Gs, or events)?
  12. Thanks for the support @ spacepetscompany, FreeThinker, Hotaru, and Svm420! I'm glad to see there's a good sample of peeps that could use this. Currently I am running an "external" mod on top of my career game and editing values manually. I'm going old school, using RND generators and RPG-style charts to get results. I'm also flirting with the idea of crew downtime between missions (currently 10 days for every 1 day on mission, up to max of 90) as well as a TMT (Total Mission Time) value to allow retirement. Optional! And also modified by experience and stats. I'm even thinking retired Kerbals will still have roles in the roleplay system, maybe more then before. I'm also reading up on individual astronauts in RL and seeing what they did throughout their careers and afterwards to get ideas for events and modifiers. Honestly I want a solid and semi-balanced system before I start coding so I can release something functional initially. FInal Frontier has been very useful to me, as well, and I may take a few cues from it for development alongside KCT. The thought of an actual "stat sheet" for individual crew has also crossed my mind. It's just so many mods add their own stats it would be more of something to bridge them all together, as I would hate to step on the wonderful jobs they have done. Buuuuuuut this is getting far ahead of myself. As I progress through my test game I'll report how things work. I'm still writing out my event list and anything I get I'll drop here for people to check out. Once I get a decent # of events anyone that wants to contribute will be welcome to. Thanks again everyone and hopefully I can make something work. First public mod and all, haha, we shallllll see.
  13. What's the memory footprint of this pack? I'm shopping around for something to completely change everything I thought I knew about Kerbol system when I finish my current long career. NH facinates me precisely because I love the idea of Kerbin being a terrestrial moon. I mean: What better way to stimulate the exploratory juices of lil green dudes then by having such wonderful worlds visible and nearby? You would have space exploration as practically a cultural foundation.
  14. Warfare mods make the sweetest videos and I enjoy watching them occasionally. I also roleplay a "Kerbin Space Race" between two super-powers in my own career games. I even build jet trainers that could make effective fighters. My pilots get military backgrounds with Final Frontier. But actual combat, not for me. I do appreciate the military's influence on space tech and give a nod to that. But sweet videos, keep them coming. It's fun to see the possibilities, and makes me a bit scared for our future when the youngins here go into Aerospace
  15. The historical contracts have been lining up very well with my heavily modded, CTT career game. Very sweet. They fulfill a great purpose in generating a linear flow to otherwise jerky game progression (and have managed to keep my space program afloat when money making missions come up short).
  16. I almost picked this book up awhile back but instead read the complete Red, Green, Blue Mars trilogy and got burned out on Mars for a bit. Totally forgot about it until just seeing the trailer for the first time. And I'm like.. wow.. is this going to be the hardest, most realistic space sci/fi ever DONE?!? I know the book is super-hard sci/fi and it almost..almost looks like they are staying true to what I have read about it. Are we seriously slowly entering an age of increasingly realistic space sci/fi?? What is happening???? AHAHHAAHAHAHHHH I don't believe any of this! I think I'm in a parallel universe. I love the spacecraft, omg. It actually shares a basic design aesthetic with an old Duna cruiser I built forever ago only it looks a thousand times better. Weird seeing actors reappearing from Interstellar. To those that read the book: I found a full copy online while searching for info. I feel guilty reading it and haven't yet for I know the guy self-published and I have way too much respect for that. Was it released free or something? Or did I stumble onto some pirate site? It looks very official, no sketchness.
  17. *cleared my useless info* - - - Updated - - - Oh ok crap sorry I've been a bit behind lately on some stuff haha. Ignore me. Ninjaed!!!!
  18. Possible conflict with the newest update to KIS. I think this is the culprit. My load is hanging on Corvus_exterior part.
  19. I'm curious. First of all, loving this all. A glorious streamlining of what KAS laid down and it feels like it's integrated into the game. Marvelous mod. Using KIS (I also have the updated KAS), is it possible to use a parachute on EVA (aka falling and screaming) without having an engineer bolt it to his/her back? As in, possible to activate from inventory? I might be missing something If not we def need this.
  20. You have served me well, Corvus. Last major mission: Link-up with an ultra-light Mun lander. Mission went well (the lander, not so much, but it made it). Everyone got home safe. New mission requirements need 3 crew as we advance further afield. Such a reliable craft shall not be discarded, however, and will serve our Space Program as a crew shuttle for years to come... Godspeed, good ship.
  21. Just stumbled on this mod. Love the concept, been looking for something to replace my own "house rules" about hab size and flight time in cramped compartments. Any mod that takes over a personal house rule for me is a WINNER! <3
  22. @ joshwoo69 Never played it. Is it loaded with random events? Really I just wanted very few events, nothing game breaking, nothing extremely annoying. I'm thinking maybe between 2 and 3 a game/year, with increasing frequency as your budget inflates and crew roster increases. But no "congressional wrestling" or politics.. because, gawd, I hate politics in space flight and I know the reason we play KSP is to run a space program without idiots messing with our ideas. But.. lately I have become more fascinated with the human side (astronauts, pad crew, mission control, admin) and think their actions need to be represented somewhat. Besides, Kerbals are funny little creatures: Great engineers and field scientists but obviously lacking some common sense. Besides just blowing rockets up and sending manned missions before probes, we should experience some of their silliness outside of flight scenes. @theonegalen Thanks!
  23. Sorry for the shameless promotion but this is kind of directed towards the KCT player-base: Okay here is my initial Dev post for my KCT companion mod idea: Kerbin Historical Society/Random Events More to come later! Thanks for your offers of help, magico! I'm going to sift through some code and spend some time gearing up for this and see what's possible to do without breaking the game
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