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Everything posted by jarmund
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I've heard of many rules that players come up with and follow. Examples: Max one launch per week, not leaving debris in orbit, and similar things. The ones i play by: - No pancake lifters - Extra room for long missions, as kerbals probably don't like being trapped in a single seat for interplanetary missions. - No reverts or quickloads to dodge a screwup that was my fault. (Mostly to keep track of all the ones that sacrificed their lives for science). The exception to this is if it's a launch failure with something unmanned, as the failure is no loss to me seeing as I play science mode. Do you have any that you play by? If so, please state if it's career, science or sandbox.
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That'd be the natural next step, yes. A note on Eve: You can do a crewed flyby. Just slightly dip inside the atmesphere to get the science. At the same time, you'll be aerobraking for an orbital insertion so that you can send a kerballed expedition to Gilly. The requirements for visiting Eve aren't that different from Duna, so if you're OK with having multiple expeditions at once, go for it. Just make sure you're not aerobraking too deep into Eve, as that will surely make it a one-way trip.
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Could KSP Switch To Using Unreal Engine 4?
jarmund replied to jrolson's topic in KSP1 Suggestions & Development Discussion
As an indie game dev i can say, with the fullest confidence that: IT CAN! but IT WON'T! I ported a game from one engine to another once (from AndEngine to libGDX) and it was so much painful work of reinventing the wheel for the third time that i wished that my hobby included drilling holes into wooden toy horses just for the sake of having a simple job instead. [modedit: laaaaanguage!] -
When do you begin your gravity turn?
jarmund replied to Brainlord Mesomorph's topic in KSP1 Discussion
~8k when stock. Since i started using FAR, i turn slightly right after clearing the gantry, and then try to keep a stable RoT so that i eventually get to 45 degrees at around 40k, and flat at around 90k. Turning early allows for an efficient turn with FAR, as you get to properly take advantage of the lifting body effect. -
I ended up trying and loving both. Procedural for whenever i have something large at the end, and 0Point for when my rocket has something ugly (girders, KAS crates, strut points, etc) or something else worth covering up along the middle. Thanks to both of you. Works like a charm. Cheers! I would also like to suplement my original post with this mod, which i just installed: Action Groups Extended ...because a lander can not rely on setting up all of the action groups when launching my mothership segment by segment. I haven't had the chance to fully test it out yet, but if it works like advertised, then it's golden.
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First things first: The purpose of this thread. I am posting this hoping that it is somewhat informative for people looking to enhance their vanilla install. I had to spend quite some time figuring out which mods i should try out, so hopefully this will be helpful to relatively new players that want to dive into the realms of modded gameplay. In addition, someone might be able to suggest a mod that i might like based on this post. And ofcourse, others posting their "which-and-why"-list is encouraged. Secondly: My stance on mods. I am a big fan of enjoying a vanilla game for what it is, and therefore somewhat limit the amount of mods so that the overall gameplay doesn't change too much. I see mods something that should enhance a game and/or push the endgame further away, rather than change it completely. Sure, not everyone is of this opinion, but i thought i'd include this so that my list is given a context of playstyle. Footnote: A mod that adds the bare minimum of parts is more likely to be used by me. This list is what i use with 0.90, Science mode. Disclaimer: This post is primarily opinion based, and my endorsement of a mod, or lack thereof should not be considered any indication of quality, be it positive or negative. But to be frank, the mods i use are exceptionally well made. Cudos to the mod developers. Docking Port Alignment Indicator. I cannot remember who made it, but it's the same one that . I am of the strong opinion that this mod is brilliant, a must-have, and all of those things. Basically, it makes docking a lot less "Ram it, and hope it alignes", and more of a careful approach with continuous adjustments. Once you've docked with it, you start wondering how you managed without it.Navyfish enhanced navball. Almost as important as the above mod, this one makes your navball even better. Vectors that are not in the cone of view will show a ghost near the rim, so that you'll know where it is relative to your current heading, thus eliminating the need to pitch/yaw while searching for your pro- or retrograde. Also, it allows you to resize the navball, as well as move it around so that it doesn't obstruct the view as much. Kerbal Alarm Clock. Also incredibly useful. Allows you to do other maneuvers and launches without the concern of forgetting about your probe's upcoming SOI change. It'll pop up a message for any alarms you set, as well as make sure to slow down any timewarp in time. It's also very useful for timing upcoming launch windows. SelectRoot. This one allows you to change wich part of your ship is considered the root part, thus allowing you to pick almost any part of your contraption and dropping it on the subassembly menu. I used this a lot with 0.25, but as 0.90 seems to have some sort of selectable root built in, i haven't reinstalled this one after the upgrade. The three above do not actually change the gameplay, but can be considered utility-mods, as they bring useful tools to the current game. A very conservative player can install these without any concern of it changing the gameplay at all. Now, the ones that actually do modify the gameplay somewhat: Ferram Aerospace Research. Simply put: Realistic aerodynamics. The upsides are that all parts now have lift and drag applied to them in a realistic fasion. It makes flying harder in terms of stability, but the atmosphere is less like soup, so creating an aircraft based on actual aeronautic principles is now possible. Highly recommended. Nosecones are now actually useful, and rockets can now skip over the atmosphere during a fast and shallow reentry angle. MechJeb. Some might scratch their heads when reading this, considering my stance on changing gameplay. Well, mechjeb gets a lot of grief from people claiming that it's the easy-button that takes away any need for actual piloting skill. But that all depends on the extent to which you use it. Basically, what it does is a lot of automation, such as ascent, landing, and docking autopilot, but it also has a lot of things that I find very useful. - Rover autopilot. Because i don't want to sit holding W for an entire evening just to drive my eve rover between biomes. - Maneuver node editor. Because the edit gizmos don't allow me to edit maneuvers acurate enough. - Smart A.S.S. I stopped using this with the release of 0.90, as there's now a vanilla component to this. Simply put, what it does is the same thing as the heading-hold features that one gets with a skilled pilot. - Maneuver node executor. Because of ion drives + heavy ships. Enough said. I still do most of the piloting myself but for really tedious or repetitive stuff, this takes away a lot of boredom. - Custom Info windows. A very handy feature that easily allows you to create windows with data that you find important. Delta V-stats, orbit stats, predicted landing site, etc. - Allows you to switch between conics modes on the fly. Kerbal Attachment System. I originally used this to retrofit a spacecraft with additional solar panels, but with time i've grown fond of its other features as well. It allows you to add winches, grappling hooks, and all sorts of useful stuff, in addition to the great ability of allowing you to add additional struts after launch. Big mothership consisting of many individually launched launched segments? Well, EVA out and strut it together, and it won't wobble apart once you fire up your engine. Interstellar. This is perhaps the biggest gamechanger (in its literal sense) that i use. It's a nice way of adding more end-game stuff. Let's face it, the vanilla tech tree is a bit easy to unlock (sure, change the dificulty to hard, and grind contracts instead, but that's not for me). Rather than having to change the pace of the game to make it last longer, instead extend it. That's why i like interstellar: Thermal engines, plasma engines, nuclear plants, etc etc. Kethane. I used this before I installed interstellar and its additional resources, so I haven't bothered installing this with 0.90 yet. It allows you to mine for fuel and thus allowing post-launch refueling. I used this to set up my minimus refuel-depot, which was fun as hell to play around with. It does not seem to support 0.90 yet. TAC Fuel balancer. This one allows for easier fuel tank management. Dump, Auto-balance, Pump In, Pump Out, etc. I used this because my fuel barge on minimus was impossible to fly without it, as it was hard to balance the fuel tanks that were on the sides. I use this with some restrictions, tho: I do not use it for tanks that aren't attached directly or via fuel pipes (Basically, this mod can render the fuel pipes obsolete) Magic Smoke Industries Infernal Robotics. Motorized hinges, pistons, rotators and all sorts of fun. Great if combined with FAR, as it allows you to pack up your contraptions for launch, then have them deploy once in space. Also: Tilt-motors. Even better if combined with KAS, as you can then build proper cranes. Brilliant if combined with Interstellar or Remote Tech, as you then have a way of turning your antennae around, without having to turn the ship. Also, I've seen people creating transformers with this mod. And worth pointing out: A docking port on a moving segment translates perfectly when maneuvering. RemoteTech. I tried this one. It makes interplanetary communications more realistic, such as antenna range, signal blocked by a planet being in the way and all that. It's a good mod, and i recommend it if you want to add another aspect of realism to the game. It's just not for me as i do not feel like launching a myriad of comsats to get the same gameplay as vanilla. I still recommend it for people who want to expand game realism, tho. So, that's it. As you can see, i do not use any of the beautification mods such as clouds, night lights and all that. I simply do not have a beefy enough computer to sacrifice performance for aesthetics. If i did, I'd probably use them, but for now i will have to like without them. Feel free to suggest mods that work well with the mods i already use. In particular: - I would really like it if someone could recommend a good mod for fairings. I don't need more wings, engines, landing gears and cockpits (for now anyways), just a set of fairings that work well with FAR - Is there such a thing as "the best" toolbar mod? I'd like to get IR, Mechjeb, Docking Port, and FAR all on the same toolbar. Especially the docking port, as it has a tendency of placing itself almost in the middle of the screen.
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Adding parts from other mods to Kerbal Attachment System
jarmund replied to jarmund's topic in KSP1 Mods Discussions
Disregard my previous post, my bad: I typoe'd when entering your code (name - KASModureGrab..... eh) And it just happens that mumech_MJ2_AR202 is not listed in the cfg you linked to. Anyway, thanks for posting a working config prompting me to doublecheck my syntax and spelling. -
Adding parts from other mods to Kerbal Attachment System
jarmund replied to jarmund's topic in KSP1 Mods Discussions
Oddly enough, I tried this, and i get the same result: Two of the same mechjeb units in the construction parts panel, but none when i right click Container on ship and try to add stuff (I've looked under Control, Command, All and None, and it's simply not there.) -
I've played KSP for a while now, and my approach here has been the same as with other games: First try it out vanilla, then add mods as I see which holes they'd fill. I added mechjeb first, to automate the repetitive stuff that I'd done manually more than Jebediah himself. Works fine. I then added kethane to set up a fuel depot on Minimus and Duna. Also works fine. Added Kerbal Attachment System to create a hauler/worker. Retrieving space debris and hauling stuff down from orbit. Workis fine, but with some limitations. What I would like to do now is to use KAS for retrofitting various crafts with mechjeb and kethane parts. How do I go about configuring this? I've found no specific instructions for doing this except seeing videos of people who've already done it, praising KAS's ability to support this. What I have so far is this in GameData/aoeu/aoeu.cfg to add the mechjeb unit to KAS, gathered from snippets of information found by googling: @PART[mumech_MJ2_AR202]{ MODULE { name = mumech_MJ2_AR202 stockPartName = mumech_MJ2_AR202 evaPartPos = (0.0, -0.05, -0.2) evaPartDir = (0,0,-1) physicJoint = False storable = True storedSize = 5 attachOnPart = True attachOnEva = True attachOnStatic = False attachSendMsgOnly = False customGroundPos = true dropPartPos = (0.0, 0.0, -1.0) dropPartRot = (0.0, 0.0, 0.0) } } However, the only result of the above is a duplicate item under the control tab, seemingly with the same properties. I still do not find a part in the list when trying to add it to the container of my worker-ship, still in the construction bay. What am I missing? As mentioned above, I've found bits and pieces of info relating to this, but what I've found more of is people trying to do the same thing, and what I've found none of is a complete overview of the process of how to achieve this, be it mechjeb, kethane, or parts from any other mods. PS: This is a repost of my post on gaming.stackexchange.com