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PringleMan
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New player here, do I want FAR or NEAR or neither?
PringleMan replied to shimrod's topic in KSP1 Mods Discussions
I suppose that does depend on the person. To me FAR is about having planes that behave somewhat more reasonably. I go crazy with over-engineering, and FAR actually makes that careful planning into planes work for me. As for rockets, FAR doesn't really help after the first, what, 20k or so of altitude? I engineer my rockets to have at least a few hundred dV to spare because I do stupid things with non-optimized orbital maneuvers, so even without FAR they would still work if I was more cautious with my planning. No hard feelings, I was not trying to be rude either. Just opinions. I wouldn't call it cheating or feeling cheaty, but if it feels cheaty to you that is your call -
Minor Science Addition/Remover Mod
PringleMan replied to ZooNamedGames's topic in KSP1 Mods Discussions
I am making a second post because it is sufficiently different. I had one last idea that I think will work well enough for what you want. IIRC, KSP Interstellar allowed you to upgrade parts in flight, consuming science in the process. The one specifically I am thinking about is the computer core which could be upgraded to an AI core, consuming 100 science. In later version of the mod, it pulled from the actual science pool rather than a resource that he had defined. I have no idea how he managed that, because like I said I don't see a hook in API for that, so his plugin may have been altering the persist directly. IDK. I think your best bet would be utilizing that. I don't know what the license was on his plugin, but you could probably strip out all of the other parts and resources leaving just the actual plugin. Then just make a copy paste of an existing stock part with whatever cfg module handles the upgrade part from KSP Interstellar. If someone else would like to look in to that, I think that is a good approach. I have given my share to this though, and I am too nervous about messing with another modder's stuff. -
New player here, do I want FAR or NEAR or neither?
PringleMan replied to shimrod's topic in KSP1 Mods Discussions
You are not really gaining dV, you are having a better atmospheric TWR. There is a big difference. A speed boat and a pontoon boat might have the same engine and the same mass, but the speed boat goes faster because it can move through the water better. FAR doesnt change any rocket properties, just the properties of the air, and in a verifiable (you can do the math yourself) better way. If FAR changed all the rockets to have better dV or thrust properties, that would be one thing. Instead it just makes it so that an aerodynamic shape moves through the air better and more realistically (and remember this is kerbal so I use the term loosely). FAR is much less forgiving of early maneuvers, and a poorly built rocket will simply come apart under the aerodynamic strains. Same thing with planes. Perhaps not really a challenge, but it does mean you have to be more cautious. -
Minor Science Addition/Remover Mod
PringleMan replied to ZooNamedGames's topic in KSP1 Mods Discussions
Friend, it is not a "simple" matter, or I would happily make one for you. As it stands, I also am a pretty crappy programmer. My...issue(?)...is that ZooNamedGames has not shown any input into this other than saying he has to have someone else do it. He has not demonstrated that he has tried to come up with any solutions himself, be it through part editing (like I tried), science nodes, or any other gimmick. Those are all things that, if they worked, could have been done with single value changes to existing CFG files. Some copy and pasting would have created a new part and then hitting save in a text editor. That does not require substantial programming knowledge, it mostly just requires being able to read english. I can get behind not wanting to try and get everyone else to change save files. But if you look back over the thread, only one single person suggested a save file edit on page 2. And mostly they were saying that if people were able to install a mod, they should be able to edit their save. A justifiable statement. And ZooNamedGames, as someone who operates several servers for everything from Ark to Jedi Academy, and admins a forum, you do have time to work on this yourself. If it matters to you, take it out of some of your play time. As it stands, friends, I am not sure that this IS something that can be done the way you want it to be done, as I said before. Looking over the API, I don't see a function in any of the classes that would really allow us to subtract science. I did not look at it too deeply, but it looks like the functions in the classes for science are there to say how much it is worth, and the experimentation I already did has shown that it will not take a negative value. There does not seem to be a hook for the science deduction from buying a node in the tree, but I could be very very wrong. What that all means, there is not an apparent way to even make the text box with 2 buttons like you want. It is not a matter of the interface, it is the part where you actually have it do something. As near as I can tell, the game will not take a negative science value input without accessing the persist anyways. At that point, it actually will be easier to just open the persist file. edit: I also tried seeing if science was stored on the same float value every time using Cheat Engine. The answer is no, so making a cheat table for cheat engine is out too. edit 2: I tried feeding a negative science value into the latest cheat happens trainer for Kerbal, which allows for custom science amounts. The game once again just turned it into a 0 value. -
New player here, do I want FAR or NEAR or neither?
PringleMan replied to shimrod's topic in KSP1 Mods Discussions
The problem I find myself dealing with after having been playing with FAR since FAR was released, is that if I try to play stock I tend to WAY over engineer things. FAR also changes a lot of the dV requirements in atmosphere, and it takes a bit to re-learn those behaviors from stock. So my advice is if you are interested in using it at some point, especially if you want to build planes that look and act like planes, then you might as well start with FAR. But if it is just something that you are passively interested in, and want to have a little more freedom in plane design, stick with stock. As far as rockets go, it does not make a whole lot of difference between the two, as long as the rocket can get about 15 km in altitude without wrecking then it doesn't matter. edit: Also, FAR will change re-entry behaviors. FAR does a better job emulating lifting bodies. So if you are trying to do a pinpoint landing, you are going to have a couple of failed attempts before you figure it out. -
Minor Science Addition/Remover Mod
PringleMan replied to ZooNamedGames's topic in KSP1 Mods Discussions
Why are you unable to make mods? Do you mean you don't have the knowledge to write a plugin? Because what I was suggesting, CFG editing, is just utilizing a text editor. You can create new parts that are duplicates of existing parts with different values extremely easily, without even having knowledge of coding. Just change the value you need. It is possible that I am utilizing the wrong values in the science files with my attempts, so I would not totally hold out that it cannot be done without a plugin. edit: I dug around through the API in the classes related to science and experiments, and to be honest I don't even see a function that would allow you to directly subtract science without doing some crazy thing. Though granted I have not looked too closely at it. Anyone else have some ideas? -
Minor Science Addition/Remover Mod
PringleMan replied to ZooNamedGames's topic in KSP1 Mods Discussions
Calm down friend. The common response that will be "Make it yourself." We are trying to give you ideas. Have you tried my method with a negative science value? Does that even work? You are looking for a fancy plugin when such a thing might not even be necessary. It might be possible with just some CFG editing. edit: So I started playing with it, my idea was to have a negative Xmit scalar to have the game transmit a negative science value. However there is not a way to do that because the game normalizes it to a 0 science value. If they have a line in the base code for the science system that prevents a negative science value for experiments, with subtractions only existing in the research center (which would make sense in order to prevent NaN errors) then it really WILL take a fancy plugin to achieve what you are looking for. I also tried making a science node in the tech tree that had a negative value, you cannot do that either as near as I could tell -
Minor Science Addition/Remover Mod
PringleMan replied to ZooNamedGames's topic in KSP1 Mods Discussions
If you want something a little less cheaty than manually adding science, there is the Kerbal Science Exchange mod, which lets you exchange funds for science at a rate that improves with higher and higher reputation. You could also make a small mod for yourself that copies some small experiment like the thermometer. Make it be a repeatable experiment with no decay modifier, so that it never loses its value. Play with it a bit and make it be worth 10 science or whatever for a launchpad experiment and recovery. Then they could add science by launching a pod covered in the things, run the experiment, and recover. I wish there was a F12 menu cheat button that added individual science though. Not that I would use it, it just seems like that is something that you would be able to do. -
http://forum.kerbalspaceprogram.com/threads/57778-1-0-Surface-Mounted-Stock-Alike-Lights-for-Self-Illumination?highlight=surface+lights Is what you were talking about I think
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Hey, does anyone know where to find or possibly even have a copy of that cool transforming alcubierre drive that used to go along with KSPI? I want to take it and change the config to be the USI warp drive, but I really liked that model and the transforming bit. Any help? edit: It was the one that ZZZ made, but I cant find it amongst his other stuff Found it! http://www./download/ewkw5zkzuss6s2h/WarpDrive2.7z
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B9 Aerospace ships - how do you finance them in career mode?
PringleMan replied to Vist's topic in KSP1 Mods Discussions
There is not an existing patch, but you can write one for yourself pretty easily. Look up the module manager syntax or use other config files as a template to adjust the prices of the parts. It will be up to you to decide what is balanced. It is super easy to write such a file, all you need is a word processor like notepad or word pad or notepad++ or something like that. -
I dont know if they have been updated to 1.0.x (or if they even need to be) but there were several mods that add aviation lights, spot lights, general illumnation lights, ground tower lights, all sorts of lights! You just need to dig through the released mods a bit more.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
PringleMan replied to SpaceTiger's topic in KSP1 Mod Releases
edit: nevermind, I don't know what I changed but it loaded this time -
I have a question. Aren't the orange suits supposed to not strike? Because bob is the sole kerbal on my ship and he is definitely striking... Or rather, the game seems to consider him a tourist edit: Can someone write me an MM patch to add 10 supplies to all command pods that have a minimum crew greater than or equal to 1? Even better if there is a way to have 10 supplies per kerbal up to the max allowed in the pod. It only makes sense that a command pod would have a few snacks in a bin somewhere. Not enough for any long amount of time, but some.
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Resource Mining - Impressions and Questions
PringleMan replied to Bobe's topic in KSP1 Gameplay Questions and Tutorials
Hey RoverDude, do you think perhaps in a future patch Squad could add a tutorial scenario for the resource harvesting? It seems to me that the way the stock handles the multiple levels of scanning and resource concentration might be a bit confusing without any real manual haha. I agree with your take on the matter, namely concerning the scanning. I suppose some people really do want to waste time flying a probe over every inch of a planet scanning it, but I have to imagine that the vast majority of players do not. And coding in the background ore collection is glorious. Another thing I would be interested in seeing is if there might be an experimental toggle added to do general resource processing in the background. Not strictly power, perhaps, but general resource processing would be highly highly useful for the LS mods. Instead of timers and what not, just have it drain the resource tanks. Anyways as for the resourcing in general, for me personally I played with it a bit and then re-installed Karbonite ;P -
KSP unloads parts after a certain distance to save on computer use. It is what allows you to both have a massive station AND a massive grand tour ship in the same persistance file. What that means for building a space elevator is that game will die trying to figure out what to do with itself. It would simultaneously be trying to unload and keep loaded parts of the space elevator
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If you find other parts that fit what you are looking for, but not inherently KAS, you do know that you can make them KAS compatible? Its a pretty simple line in the config, just use an existing KAS part as a template.
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Cost of different fuels.
PringleMan replied to Wjolcz's topic in KSP1 Gameplay Questions and Tutorials
Well lets also not forget that Karbonite was developed as an assist to the MKS/OKS mods. Karbonite involved more than just ore, and you did not just process it into fuel. You used it to manufacture parts, which were required for operations kolonies. You could also manufacture those resources to sell on Kerbin, and that WAS worth it, especially if you had a reliable ssto to bring the material back with. So as far as straight conversion from ore to fuel, I personally probably would go with kethane. But the actual resource system itself is much more robust and Roverdude wrote it to be much more accessible and modable. At least, his personal version of it was. -
Fellas that is all well and good, but not really what I asked. See I am even having drogue chutes snap, and that defies the entire point of a drogue chute. And I am not even talking about large stuff, I mean the mk 1 pod with nothing else, coming down from a 100 km orbit with the re-entry pe at about 40km. Drogues will deploy at the default 30 km, then snap at 20 km every time, main chutes will snap right away on deployment unless I deploy at that magical 200 m/s. But that leaves it fully deploying at 300 m ASL, which wont work for pretty much and land-based touch down. Except for maybe over the grasslands. I am not sure what changed, because this is the same way that I have been doing re-entries for ages. So, I am taking it that there is not setting I can alter in a CFG somewhere?
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Hey is there a setting I can change somewhere to increase the snapping force required to break a chute? I am using DRE with FAR and as I read in an earlier post, it is recommended to deploy your chute around 200-250 m/s. However, I have terrible timing and land in the mountains a lot, and it is just not possible sometimes for the capsule to slow itself to 200 ish m/s before smacking into said mountains.
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NASA IXS Class Warpship, and Spacedocks - For KSP-I and Stock KSP
PringleMan replied to Stevie_D's topic in KSP1 Mod Releases
re-write the config files for the parts you want to have a different tech node -
So I have a question. Do vessels persist in your alternate solar systems? For example, If I left a probe in orbit around a planet, then warped a mother ship back to kerbol, what happens to the probe left behind? Does it just poof with the system in question? Because the potential here could be ridiculous for extra-kerbolar colonies.