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Everything posted by linuxgurugamer
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Stock tank balance
linuxgurugamer replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
Since an offshoot of this project will be to provide a mod to rebalance the stock tanks, the tanks will be consistent across these mods: Munar Industries KW Rocketry Stock And, I'd be happy to share my formulas with anybody who requests. My aim is to not nerf any existing parts, the end result will be to actually make them better and more efficient. I do have a question for people: One would expect that as technology advances, the mass of a given tank will be reduced as new materials are found. So, I can approach this one of several ways: First, come up with standardized values Second, and here are the possibilities: For the early tanks, implement part upgrades to reduce the mass of the tank. Drawback is that each part will have to have the upgrade purchased individually Ignore mass changes, and just have tanks further along the tech tree have better materials Write a small mod which will adjust the mass of new tanks (ie: new in the Editor) as the tech tree advances Comments? -
Stock tank balance
linuxgurugamer replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
Thank you for the explanation. For the spreadsheet we have, I need the raw numbers, not the "Mass Ratio" as just described. This is needed in order to come up with a reasonable value for the weight of the skin. But for calcualting thrust, etc, I now understand what you are say. Basically, @passinglurker was talking about the Mass Ratio, while I was talking about the raw ratio. Both valid, depending on what is being talked about -
Stock tank balance
linuxgurugamer replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
Can you explain why? -
Stock tank balance
linuxgurugamer replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
You have the definition of ratio wrong. 9:1 means that for every 9 of the first, there is 1 of the second, giving a total of 10. If you doubt that, think what a 1:1 ratio means. 1 of the first for every 1 of the second, giving a total of 2 https://www.mathsisfun.com/definitions/ratio.html -
New release, 0.2.19: Added check when loading blacklist to be sure part isn't pruned, avoids nullref Many thanks to @Nansuchao for working with me to get a complete copy of his GameData directory. It took several tries, Dropbox and GoogleDrive weren't able to do it properly, and without it, I would not have found this bug
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Stock tank balance
linuxgurugamer replied to CarnageINC's topic in KSP1 Suggestions & Development Discussion
Really? When you take the total fuel (Lq + Ox) and divide it by the mass of the part, for most of the Squad tanks, you end up with numbers somewhere in the 6.98 and 10.0 (ignoring the oddball like the NCSadapter and Twin Boar) range, not 9. Monoprop is even wider, going from 3.2 to 7.5 Liquid fuel and Ox both have the same weight per unit (0.005), while Xenon's weight/unit is 0.0001 and Monoprop is 0.004 KW Rocketry, on the other hand, is much more uniform, where most of the Lq/Ox ratios being in the range of 9.01-9.13 (there is one which is way off, looks like a mistake, it's 18.13, not sure if the mass or volume is off) And frankly, I'm leaning very heavily in the direction of having the mass of the tank be related to the amount of surface area, which would make larger tanks more efficient (as in real life). -
Would be nice to have this merged with the Trajectories mod
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Subject says it. There doesn't seem to be a good event to use. I've found the following: This event is called by FlightGlobals when a vessel is changed in any way: EventData<Vessel> GameEvents.onVesselStandardModification = new EventData<Vessel>("onVesselStandardModification") I also found this, and was excited about it for a moment, but it seems to only be for contracts: void Contracts.Parameters.LandOnBody.OnVesselLand(Vessel vessel, CelestialBody body) I have something implemented, but it isn't detecting bounces all the time. Ideas? Or, is this the only way: if (vessel.LandedOrSplashed)
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[1.8.1] ETT - Engineering Tech Tree - May 4, 2020
linuxgurugamer replied to Probus's topic in KSP1 Mod Releases
Here is the Kurrikane: http://forum.kerbalspaceprogram.com/index.php?/topic/159787-12-kurrikane-a-science-probe-parts-v11/ If you could do BOMPs as well, that would be nice. BOMPS is essentially identical to the standard probe cores, with the addition of a tiny one: http://forum.kerbalspaceprogram.com/index.php?/topic/160179-12-the-bolt-on-mission-probe-bomp-rerevival-thread/ thanks- 1,035 replies
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[old thread] Trajectories : atmospheric predictions
linuxgurugamer replied to Youen's topic in KSP1 Mod Releases
Ok -
[Airships in 1.12.3] HooliganLabs Mods
linuxgurugamer replied to JewelShisen's topic in KSP1 Mod Releases
@JewelShisen Are you also @PocketDoor ? -
An update on the development. I've been working on the throttle, to not have it jump instantly to full and to off, etc. I finally got it working very nicely, it's too late for me to make a video, I'll do that in the morning. I have some cleanup to do, remove unnecessary calculations, etc. But it's been able to land both landers and tall rockets safely.
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[old thread] Trajectories : atmospheric predictions
linuxgurugamer replied to Youen's topic in KSP1 Mod Releases
@Kobymaru Do you know when you will be doing the next release? I'm heading into the home stretch on the Suicide Burn mod, and will need this. If its not going to be for a while, I can always package a local version of it until you do get it out Let me know, thanks -
Folding Wing VTOL Shuttle?
linuxgurugamer replied to Chel's topic in KSP1 Gameplay Questions and Tutorials
Look at quiztech aropack