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Noventta

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    Bottle Rocketeer
  1. I agree on that. Maybe from a gameplay perpective it adds something to need to visit it first but it would be nice to have an option to disable it separately.
  2. Time to build craft model for a simulation would be redundant as it is you directly who is modeling the craft in the VAB in the first place. Time to build an athmospheric model of Duna, for instance: not a problem.
  3. We mostly disagree at that point as that way you are getting simulation time for free. The less iterations you need to finish your rocket, the more efficient the process is.
  4. The thing is you are not simulating a whole mission to simulate an orbit arround Jool. If you want to simulate a whole mission you have to pay for the infinite time simulation and the various SOI and then you have a high cost. At least I see it that way.
  5. I think the simulation costs should be separated effectively in two pieces forgeting about the distance modifier in favor of a preset complexity parameter as it doesn't make sense that a simulation costs more just because it is harder to get there. The two charges should be: 1. Enviroment Modeling (once): You need to create a model of the enviroment to run a simulation, whichever the vessel is (fixed price depending on complexity). 2. Vessel Simulation (for each simulation): Depending on weight (or other criteria) the simulation has a base cost multiplied by complexity of the simulation. The cost of Enviroment Modeling should vary with complexity in mind: Orbit simulations can be modeled without ever been there from the begining of the game just based on the size and properties observed from Kerbin. Nevertheless, Jool should be more expensive to run a simulation than Eve or Duna and those more expensive than Dress or Moho because the moons add complexity (pretended of course) to the system. All these should be relatively cheap as you can calculate an entire tour with manouver nodes. Atmospheres on the other hand are very complex to model, so that, are very expensive and cannot be modeled without aquiring data, A.K.A. having been there. A good reason to send a probe ahead. I don't know how bodies without athmosphere are treated by the game, maybe the time warp limit can be used for those at a lower price than atmospheres. The atmospheric/surface model could be "purchased" from the upgrades menu (or similar) or charged on the first simulation. Simulation ending (or aditional charge message) upon entering athmosphere would be needed of course. Summary: 1. You can simulate KSC launches and orbits as it is now from the begining although orbit simulations should be cheaper than launch simulations. 2. You can simulate orbits arround other bodies after paying a small amount to first create the model. These should be relatively cheap. 3. To simulate an athmospheric flight or landing first you need to visit the body to aquire the data and pay a relatively big amount of cash for the model. These simulations are more expensive but not too much. I know it may sound complex but I think it ends being less complicated than what you said.
  6. My fault as I installed KAC 2.x (stable) instead 3beta. If I have any problems with it i'll report it with log if available.
  7. The first beta worked well for me, I tried the new one and has many bugs. I have KAC installed and started a new career. Bugs: The menu for KSC keeps on in the VAB and vice versa. Toggling off KCT in the toolbar doesn't fix the problem (just hides the right menu as intended). The building time doesn't update automatically; it does, however, update if you check/uncheck the use of old parts. Once built I click launch and select the crew but the vessel starts empty. I did it twice with the same results.
  8. In .25 the upgrades panel is bugged. It just shows a part of the frame and can't be closed (no buttons of course).
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