Ricardo79
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Everything posted by Ricardo79
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Multiple connection should be a must have. But something like a set and forget "indicator of seams" of permanent connection (something like welding) should be nice too. In that way all the parts selected and "grouped" can be excluded form the physics calculation on a per part basis at least with each other. For an example: nearly all wings consist at least 2-3 maybe more part just for adding some shape to it... they are woblingaround that one and only attachment point they are connected to this structure... But some of them are placed like between 2 or 3 other wing part. Current methode adding tons of strut. which is must be a bad thing asside it looks crap, more part more physics calculation... So what if you can group them together on a click = "add it/remove it" basis and they count as one solid part onward with unbreakable (inside joints) This should be used to glue those wobly tanks to the bottom radial decoupler as well and while not staged/fired the decoupler they are operating as one solid part connected on two point to the ship...
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dig that.
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Timers in Action Groups
Ricardo79 replied to Nodrokov's topic in KSP1 Suggestions & Development Discussion
Dig that. But as I see now there is no way to save your droped boosters right now. Mine never deploys the chutes on the same staging. and later on I can't deploy it myself (exept ú it to switch to and perhaps only if every booster gets an individual octo at least... in that way ú space ú space ú ascending further is the solution... I don't think this should be ment to do this way...) -
Set action groups midflight
Ricardo79 replied to Mozzarellaman's topic in KSP1 Suggestions & Development Discussion
This is an absolutly must... as connecting two ships with different action groups... I don't know what good maybe getting out from that. But hey: why don't we have at least an "infodrive" when we can see (at least) the setup in flight? If it would be tweakable that's better. Also more actiongroups should be good even with a actiongroupbar system where you can create and change as many "current" 10 favourite actiongroup functions. Just like in WOW for example... -
0.625 m jet engines.
Ricardo79 replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
I really not understanding why isn't a vanila function the tweakscale is ??? They should have adopt it at he next release when it hited the audience. Nothing too late I am looking for the 0.91 A stock MJ, tweakscale robotics, life support, unmanned tech support, and fuelswitchable, RESIZEABLE fueltanks and perhaps resizeable almost everything in it I am sure you can add to this list a whole lot of the favourite (all time favourite) mods which should be vanila.... But yeah more and variable is allways a better from anything including really small and really huge parts (I mean engines) as well -
Electric propellers
Ricardo79 replied to Levelord's topic in KSP1 Suggestions & Development Discussion
Agreed They are "a must have" technology. Including early on the tech tree as that part is lack of athmosphere usable and aerodynamic parts. Ok now oceans I can live with it but no air???? that's a shame. -
I think more science colletcion in vacuum might be good. As it gets very borring to post the same temperature 20 times for a contract science data from space around xxx. Oh I bored because of only my thermometer works lets try to send back the 100th crew report to complete it, no that not count science or at least don't give us science. Okey hey try material bay inspection nr 10. or goo container 10th. I mean something must be out there so lets make a particle counter or photonometer, multispectral analisys, (I don't know its english word but somehow in space there is a "gravity" bigger stuff have more of this moving towards kinda energy, so another part we should create... ) or all of them maybe better integrations into nosecones. Today a "multimeter all in one" is not a scifi thing. Is it science related to photomagnifiing things in space? Then We should have a part "hubble" as a science instrument or at least a video camera with zoom function to inspect something... It is a good game (almost the best on replayability) but it lacks a lot of should be vanila functions yet which could make it is the best game on replayability.
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Both are "extra fun" adding part of a game.
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Thank you. My question is a bit related to this answer but not sure about covering it completely. 1. I added FSfuelSwitch to stock part via MM. They pointed out to ask here. So please don't send me back The symptoms: Stock parts loaded successfully, changing fuels based on my setup works successfully. BUT when I try to launch the vessel it contains both of the ressources the stock ones (for example LF+O) and my setup which I like for example MonProp+Xenon. If I switching to other setups and end up using the original one at launchtime it won't double it. What am I did wrong? Or is it not supported to modify stock parts? The config for a common part: @PART[fuelTank3-2] { MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer; MonoPropellant,XenonGas; ElectricCharge resourceAmounts = 2880,3520;2880,7040;1000 initialResourceAmounts = 2880,3520;2880,7040;1000 hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } May I have to remove the original resources?!?!? Or what should be the correct workaround? 2. Where can I find an excessive documentation about the available modules/fields on firesplitter? (I am not a C++ programmer so look into the code is not the viable option) Thank you in advance
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Science over time.
Ricardo79 replied to JimmyAgent007's topic in KSP1 Suggestions & Development Discussion
I am sorry I am not english, so maybe I did write something wrong along with a bad grammar.... I DO meant to get it limited Maybe a "50u" container. filling up about a week or such (kerbin time). Once filled excess overboarded (as mechanics) so no more gains Till You as a player switch to that vessel and "take scinece data" to store it into your ships cabin as ALL other Science has it already. You get as many science when you land it to a base (I mean recover on Kerbin right now) as you hold inside your cabin or other storage as a science report . Just like taking back temperature data. AS for the "points" I see point gaining when make a temperature scan or a crew report... That's why I wrote that. But yeah I like your idea of planting a special equipment like a camera or such... in that way on EVA you have to reach it right click "change spacetape" in order to film more.... the get "tape" is movable and when you recover the ship at Kerbin you get an amount of science... Or somehing like that. scansat make something similar with different parts creates different maps and the better the more science when "analyze data" but that is depleted then one map "one" amount of science, a better map = "bigger" amount of science and that's all no "reset" possibilities (on the science part). I think for the stock game that many parameters are a bit much (to program it) but I admire them (The more complex the better to play it) What I wrote is in mechanics would be similar. Make experiments in science labs so scientist won't just sit there and process data when ordered, but they make ongoing scientific experiments such as observing space ants social, cultural and sexual behaviour "and record it" gathering more recorded material means more science "point" but for exclude the possibilities of "overpower it" ALL data-medium for recording should have a limited ammount of storage space. so the recordings could be ongoing while you have to do manualy 600 more space maneuvers... if you forgot to manualy change the data-medium, you lost science, but you can fastforward "a week" and change medium fastforward a week and change medium....and so on and then unlock the entire tree. But serriously is it not way too more of an effort compared to bring up debug menu (alt+F12) and complete a set of science heavy contracts? So if someone wants to ruin it's gameexperience why not let them? But with a reasonable "low" settings on a parts max storage capacity and a slow rate It could add more. I think. I hope -
Thank you. I'll try it at once. - - - Updated - - - Thank you. I didn't thinked about that. But I suspect for me it is unnecesary whetter to find the part at the first or at the 6th page of the partslist. The bigger problem if that part (for example a fueltank) would moved to the structural for example... But all parts has a category variable so this second one should not be a problem. I deffinitely give it a try right now. - - - Updated - - - With the following result: { name = AS_TestA type = CONTRACT_TYPE parentUrl = ContractPacks/AnomalySurveyor/AS_TEST url = ContractPacks/AnomalySurveyor/AS_TEST/AS_TestA CONTRACT_TYPE { name = AS_TestA tag = SCANsat rewardFunds = 2000 } } UrlConfig { name = AS_TestB type = CONTRACT_TYPE parentUrl = ContractPacks/AnomalySurveyor/AS_TEST url = ContractPacks/AnomalySurveyor/AS_TEST/AS_TestB CONTRACT_TYPE { name = AS_TestB rewardFunds = 2000 } } UrlConfig What I was expecting was that only "AS_TestB" would get the multiplier applied - but it ended up happening for both A and B. Bug, or am I misusing it? EDIT: Note tried this more explicit form, and THAT works as expected (only applying the multiplier to nodes with the SCANsat tag): @CONTRACT_TYPE[AS_*]:HAS[#tag[SCANsat]],NEEDS[SCANsat],* As far as I can understand it: based on the answers given to me about selectors. I suspect it SHOULD get all the testA and B too. because @CONTRACT_TYPE[AS_*] Means all the contact types with the first 3 letter as "AS_" should be processed. Sorry I cannot give you a working methode to get the last part except writing it its name. maybe *_testB But not sure. OOOUPS I saw it lately. TestB not having the amount. I cant remember where I saw it has a caracter before that if you want to search for a variable... maybe the "!" because someone complained about the same mark means different things. So don't listen to me... Wait for an expert opinion. Anyway I like your idea. Something similar when a contract involving remotetech related stuff should be get a reward multiplier at least ^2(twist: based on Distance to kerbin) would be nice. If somone figure it out how please let me know.
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Totally agree about proc. wings I mean a "one part" wing with modeling capabilities to shape it to our likings. so no more texture inconsistency and extra wobbling because of a nice wing contains at least 6 part.... proc fairings, (if the stockgame gets an aerodinamic rework it would be an absolute must) also a tweakscale MUST be a vanila function But for tanks I'd like another idea (like FStexture and FSfuelswitch) maybe one part should be proceduraly "modellable" ingame, but I do like stock tanks in general. But for their content management... That is a mess. one tank with one size contains this and that. No more options???? I do like the striped 1.25 nasa tanks (black and white) on spaceplanes of 2.5 cockpit... So tweakscale to resize and modmanager to make it switchable to my favourite xenon... (created futuristic SW like overpowered ION drives so it makes sense to me to get a 20k xenon to a plane) But anyway these should be stock. (along with KAS,Robotics,Lifesupport,maybe remottech, scansat, and mining, manufacturing) These are real life everyday stuff going on so it is not rocket science. or is it?
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Science over time.
Ricardo79 replied to JimmyAgent007's topic in KSP1 Suggestions & Development Discussion
I mentioned an idea for science over time here: http://forum.kerbalspaceprogram.com/threads/111448-More-Interesting-contracts Basicly it is can created with some manual intervention... And not an overpowered way. Think of it as a container... and an ongoing laboratory work/experiments As long as you have crew in the lab, and as long as you (either have materials to experimen on and) KerraBits space to store data it should "generate" science points. After you unload the datastore and land it to kerbin you get the science (which was generated while you were piloting another ship somewhere else) Basicly it is science over time but not overpowered as for example better "parts" / Laboratory upgrades can boost rate science generating or can store more data (excess science lost...) so if you make a very long trip and not switching back periodicaly to "collect science data" not more than the actual container can hold is what you can get. limited nice and easy. requires a small amount of manual work and still "effortless" generation of science over time. -
A few part tweaks
Ricardo79 replied to Armchair Rocket Scientist's topic in KSP1 Suggestions & Development Discussion
Oxidiser only tank is a great idea. But for a little twist: Why don't allow us players to choose tank type on EACH and EVERY tank? Fs fuelswitch for example but stock enabled and for every tank. Each tank has a size... but in VAB/SPH adjusting how many what we are filling in should be basic. So a torrodial XENON tank or the big "red" one with monoprop in it or half monoprop half oxidizer for example... So a better configurablity can be nice. Speaking of tanks: each and every adapter and bi-tri-quad-couplers are now "unnecessary" as aerodinamics won't work (in stock) They looks good, but what if they have a storage capacity? for a KAS like stock feature and/or for configuring as a fuel tank (including life support stuff) Or maybe habitat modules. (for example the kerbodine adapter is almost bigger than a city apartment so one or two kerbal should travel in them as an option to utilize otherwise unused space ) It is not a part tweak instead it is a request: inline RTG (or simillar) should be good. Maybe tweakable generators with a much more than enought possible max rate (initially set to lower rate) should be a useful feature. Inline fuel consuming generator as well should be okay but please make it "possibile to overpower it" and inline. Basicly each part which can be found surace attachable should have a version with inline capabilty And resizeability should be stock too. -
Side objectives perhaps? So if your main goal is to send science data to kerbin. But for more rep or money on the same contract you could add "kind of science" For example you can complete it with the easiest one like crew report, But you could have a optional addition A where if it is a for example temperature log (If you not researched it yet when accepting contract) it should yield more rep or more money. optional B it is specify a given height on an orbit mission or similar in other types of missions so a "small area or speed or such") but for optional goal. Optional C do it with a Specific Kerbal / Kerbal Role (We want Jebediah To do this for us... or we need an enginer/scientis for this task) This one should boost the given Kerbal's XP and or the REp of the firm Even this should be a basic "option" if you make a contract with an engineer then the overall could be more money maybe. With a scientist the contract could give more science, with a pilote more reps... It would add a layer of the newly introduced roles. Or even you should use stupidity and courage too to adjust the contract's overall parameters adding variatons. Stupidity can be trained??? Or courage rises with successfull missions? then there should be a contract wich specially targets their education maybe from the "own Firm" Hauling / pinpoint landing contracts? -Pick up something from a planet/orbit and land/orbit it to another one. (almost like the kerbal rescue but better variation on target end source celestial body, and this package should have weight and shape and size especially for landing missions) (1 star could be Mün to Minmus ViceVersa, or from kerbin to its moons or back limitation in size: small little weight like probes or boxes..etc) (2 star could be even more weight to carry or nearby SOI-s) (3 star could be something like including 2-3 times SOI changes between destinations) -Pinpoint landing maybe even mined materials which can be "sell" in this way as a contract 1 star contract: mine x ton of "ExoticMaterial" on the Mün and park it to Kerbin's northpole ... 3 star Mine .. from Eve and park it to Eelo/Moho/Laythe for instance... (This would be a broad wanting feature I think as I see the mods: Mining) Or even "easter egg finding" as a contract Just land a craft after a suborbital flight/stable orbit at x.y "GPS coordinates" on Kerbin (more stars: other planets) Contracts Including some kind of interplanetary (not in the game yet) feature Like shipbuilding/launching in orbital dock, or on other celestials With Specific part/ Specific celestials Even more landing site on Kerbin integrated would be nice and contracts with 1 star should point them out (This would be a broad wanting feature I think as I see the mods: orbital or other planets launch) Contracts could/should unlocks features/parts... Complex contracts with neither money nor science nor rep gain, but a "special" usefull parts opening in tech tree OR maybe not in the tech tree. Even give it a 3-5-10 steps to complete the contract. added: Better "involvation" of your own creations Like contracts related to do something with Your launched and named stations/bases maybe installing something new to it or even changing something like an antena for a better one. change it's orientation reposition it to another orbit (usefull I mean) For scansat all repositions should be some kind of highly inclined orbit and such... Or docking with it. I really missing contracts involving docking. But the update is something we all do in carrier I guess. As better parts unlocking we should deorbit our old garbage and launch a new one with the new/better equipment. It shouldn't be hard to implement as you already have the specific orbit kind missions. I think that shouldn't be too hard to track a specific "ship" in either landed or destructed as a status when this kind of contract is in effect. More E.V.A. / automated maintenance related contracts (invovling lot more possibilities on eva (minimum like K.A.S. mod) OR robotic parts like infernal Robotics) And that's how we could change on the fly our stuff like antenas, docking ports. Not to mention building in space if the grab and place functions stok recreated and better supported... But as for EVA-s (3 possibility is not the kind of variation which ties down players for too long so it should be at least 50 including skydive with an EVA chute... ) Contracts involving manufacturing Just like printing xthousand of rocketparts or something better... Perhaps for this we need mining and a station/base with managed inputs/outputs/workflow/maybe even life supporting it (we talking here a stock game so theese features are minimal I think) Contracts including "alien lifeforms" This one could be neat even if it is not an inteligent lifeform scattered around at least one celestial body (minimal option: Kerbin scatter like trees, just with birds/cows alternatives) but it would be better to dedicate them a whole planet other than kerbin So you can make sience learning their habbits, scanning all kind of data near them, EVA "todo" possibilities and such. If they were "inteligent" then we could negotiate or erradicate them But I know THAT is TOO much to ask. Contracts including more possibilities with asteroids just towing/pushing/ejecting them is fun. but building on them a base, or mining them is just pure joy, or using them as refueling containers after melting their inside is practical. Not to mention the posibilities onward you have a huge amount of mineable resource which can later used to manufacture things or convert them to "fuel/lifesupport/Money as selling them in KSP/etc" More science dedicated to them like soil analisys, surface (or better inside/core) temperature scan could make the game a lot more fun. Contracts including Science over time As for not overpowering science over time just limit the amount a part can "gather" and you have to manually gather the data periodically (on a pendrive or such) and land it on one of your "command bases/orbital docks" (I assume you DO HAVE TO enable us to make command bases/launchpads outside Kerbin) So for the Science over time is: (I am sorry to mention but look at rockstars favourite san andreas you bought a shop and you had to periodicaly go there and collect the money) in this way it should be "containers" attached to a special part limitting the amount of how many science it can gather even what rate... So if enought scientist working on that project they "make something ongoing" therefore the science constantly flowing as long as they have enought magnetic space tape to record the data... or such. So as for the contracts? maybe more part with different ongoing options and the contract can specify which one the contractor want to get X science returned to kerbin (or another dedicated built off kerbin command base) In this way we need a module, a big enought recorder capacity (some time it is fullfilling) and a carrier (commandpod should do it with a rocket/spaceplane of course) and a destination "planet/base/station" to land /dock it with.
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I think than... It should be 1k as on that level if someone makes it to Eve and not crashing at least his/her crew and antenna + charged battery. And even if she/he had the money for starting the strategy at 100% AND for the rocket itself... So I think it is a deserved stuff. Not to mention "impossibilities" with remotetech/lifesupport mods... on a 1.25 "starter" rocket pack staged science (Did someone calculated an Eve-Kerbin sat-connection on the first 2-3 antennas available at that time? with just minimalistic probes.) So I'd give them more, but that 22k might ruins carrier mode. One Eve mission early on and you are unlocked everything or near everything in science including modded 1000 point worth stuffs. Serriously those 15-30 scienced contracts are so boring little stuff... I usualy parking a probe just for a single temperature readings on every planet's lowest possible orbit I was. I suspect usualy not an Eve landing or even a Sun orbit is in the first 20th-100th rocket launch's goal. Personal opinion: I really do like higher science returns on contracts like build a base or a station and put it where it needs. For instance a Mün base for 600 science is "reasonable"... it helps start/midgame a bit faster. So yeah maybe 2k is worth a hard trip to Eve on the given condition. Who knows what/how to do to make it "easy" will looking only fast maxed out science for the fun parts all the "rookies" like me will not jump tooo much too quickly if they make that contract about 3-5 real life days If it helps: my style is making as much science as I can first (without strategies). After everything researched I just use the ones giving me money in exchange for science (I probably would trade of my reputation as well, but that is buggy in stock can create negative reps) So for a alcumbiere drive or my Ion drives I need tons and tons of Kerblar And I really like to colonize every rock in that tiny solarsystem Last One I promise... please do not including miniawc. give them a link for the KspAwc in the description instead.
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Thank you Crzyrndm,Sarbian, Gaalidas for your last replies. I have got another "problem" Maybe you can point to an excessive documentation for MM In order to stop me asking constantly I did make the hardway with the fueltanks (all stock parts and nasa parts as well) And made them by hand from part to part like this (each with the original ammount): @PART[adapterMk3-Mk2] { MODULE { name = FSfuelSwitch resourceNames = LiquidFuel,Oxidizer; MonoPropellant,XenonGas; ElectricCharge resourceAmounts = 900,1100;900,2200;400 initialResourceAmounts = 900,1100;900,2200;400 hasGUI = true availableInFlight = true availableInEditor = true showInfo = true } } I don't know is it some "othermod's" inconsistency or it is just my fault (First modding attempt so not many info I have), but when I switching fuels then I can see the "correct" values at the ingame menu. After I try to launch or maybe clicking away and back at the given part I see the old resources AND the chosed ones either. So for example I switching to xenon/monoprop on theese and it shows me just the correct ammount of Xenon and MP. Later when I try to launch or click the tank's info it shows me 900 LF 1100 Oxidizer PLUS the 2200 Xenon and the 900 MP too. Am I need to add something to delete the SQUAD-original resources? If so: how/where? and what? Please make an example on this snipet I inserted. Thank you in advance. (I don't know really if it is me or another mod or maybe it is two error at the same place... because with "opening/deploying" and "closing" parts this "menu delay" is also a problem most of the times. (I have to click again on them to show the other button. But IF I can remember correctly it won't worked never this way before it was interactive (I Do aware that this is way toooooo probably not related to module manager...) But with the fueltanks it is constatly do that and the extra addition. So something I might missing there.) Thank you in advance agian.
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[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Ricardo79 replied to ferram4's topic in KSP1 Mod Releases
No ....... I tried to figure out Why am I disintegrating/tear apart ships constantly with FAR. As a bad habit I turn on SAS first. Sometimes faster than the launchpad or the runway finished initializing I deffinitely give it a try to let it turned off. Thanks -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Ricardo79 replied to ferram4's topic in KSP1 Mod Releases
Hi there. I know it is a really old part of the tread. maybe You did managed to make a deal since. But I give it a try. First thank you for doing such a good thing as a "realistic" aerodinamic mod. I really hate it No. Serriously I am just a bad pilot And don't want to plug in my joystick. So usualy entertaining my kids with explosions. It is fun. But A thought: What if you make a "slider" or a input field with a that minimal UI. 0-1 or 0-100% if you wish. FOR A DAMPER o.O Any time you NEAR a alteration or after your math do their magic and before you apply it to the game's right part. Just using the calculated value * user inputed 0-1 float. I think Everybody should use it... The aerodinamic lovers set this to 1 they get the full effect. the funlovers set it to whatever else you let them. This is consistent I think as long as they set it to the same specific value, they get a constant difficulty. Just a thought while I try to learn to fly with FAR or NEAR I still not decided it. AS for engines I don't care I use all kind of them even created my OP Ions And I think you absolutely right. not an aerodinamic mod's work to "balance" engines. I agree that fully. Chears. - - - Updated - - - I seen a mod called something like "mechjeb and engineer for all" Just a little neat thing to add MJ to all your capsules, and drones. As long as you don't lose all from your ship/rocket It gives you the infos and the autopilot if you wish. -
It should be... ---- As far As I know... lots of the sci-fies Using cryo technology have an active crew (minority of the crew maybe one or two people) so with the "lost connection" remotetech mod you still have to keep alive at lest one kerbal. But one kerbal eats and breath less than 10 kerbal So be creative... Little amount of life support stuff you need anyway. As it would be sucks to kill your team on the first stop after release them from the cryostate.