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Rombrecht

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Everything posted by Rombrecht

  1. Thank you for looking into the issue! However, strangely, the functionality of rescaled solar panels is still compromised. In flight, when right clicking on the solar panels you can see the output of the solar panel in the pop-up context menu being correctly scaled with the size of the solar panel. However, when checking the batteries, they still fill up at the rate of the standard-sized solar panels, regardless of the panel scaling. So even though the panel output is correctly calculated in the VAB, in the solar panel context menu in flight, it does not acualy produce the predicted amount of energy. Thank you again for your efforts, Rombrecht
  2. The rescaling of solar panels still does not function in this mod. The problem in the current version of the mod is still the same as stated above. Regards, Rombrecht
  3. Hello there I have found a problem with rescaled solar panels. Even though the increase (or decrease) in electricity production seems to properly scale with the scaling of the solar panel in the VAB, the panels all produce the standard amount of electricity, regardless of scale, in flight. So the values are scaled in the VAB, but not in flight. Regards, Rombrecht
  4. Ideas on how "science" should work. Obviously, the first thing I would propose is to disconnect the science gathering in KSP from the tech-tree. As stated before; It is very silly that studying craters on the mun would directly result in unlocking a more powerful rocket engine. Perhaps an alternative way of bringing scientific research of outer space and the planets would be to switch science gathering from something one does to advance in the tech tree, to an activity that is require to fulfill contracts. This would not only more realistically reflect how real life operators of space boosters get their scientific contracts, but would also give more meaning to the contract system. Scientific modules would be issued with the contract with the mission to place this module into a specific orbit or land in a specific biome of some celestial body. How the spacecraft that carries this module to that orbit or biome, is then up to the player. one could even go as far as letting the player chose between a robotic or manned mission if a sample return is required in the contract. Yet a different architecture for scientific research in KSP is along the lines of the science checklist. The science checklist currently in game only keeps track of the data gathered so far, but what if each scientific discovery would also give you a monetary and reputation reward? This would be more then enough incentive to go out and do science to develop one's space program. Also, making "science" a bucket list in stead of a more or less linear line up of contracts would be less restraining to the game experience, and would be closer to KSP's free sandbox spirit.
  5. The idea of a randomised solar system is indeed interesting, and I've played with that thought a bit in the past. This way KSP would be a true journey of discovery. However, this would either require a huge database of pre-rendered celestial bodies, or the procedural generation of celestial bodies. Both options would require vast amounts of programming work to be done.
  6. Hurray for Youen for working on this brilliant mod! Hurray!
  7. Sleeping?! How dare you sleep while you MUST update the mod for MY pleasure?!
  8. Human spaceflight is indeed boring at the moment. In my opinion it's even unnecessary as long as we don't have any long-term plan of colonisation of other worlds. I'm strongly in favor of an exclusively robotic space program, since the exploration of space now a is not about humans getting out there, but to study the solar system and getting to know our place in the universe, both literally and philosophically. the ISS is a waste of time and money as long as we don't have any plans or incentives for colonising and/or mining the Moon, Mars or even Venus. But yeah, that was off topic. I can see why you like to see kerbals going out there personally, the crazy little idiots that the are. I guess it's a matter of preference though. Perhaps my bias towards wanting to start unmanned is partially informed by my lack of interest in real-life manned spaceflight? My main gripe with the career mode as it is now is just that I don't think gathering "science" in outer space should not directly translate into unlocking new parts and technologies.
  9. On the reason for a career mode Let us go back to the basics: why does KSP have a career mode? The focus of the game is building spacecraft and getting out there to the planets. The management part of that process should not be a goal in itself, but a mechanic to limit the player's abilities early on in the game to built a rocket manned by 10 Kerbals that can fly to Jool and back with the first launch. The "career mode" is nothing but a mechanic to give the game some form of progression. Therefore I don't think that KSP should aspire to become a Tycoon-style simulator. The science collecting mechanic technically does a good job at incrementally letting you build bigger and more powerful spacecraft. Though, as I pointed out at the beginning of this thread, the "science" model of game progression is quite unrealistic. Do we need a complex game mechanic that involves a space race with some other space agency on Kerbin? I think not. Once again, the game's goal is to build your own spacecraft and get to explore the solar system with them. Successfully navigating and landing your spacecraft on another world is enough reward in itself. One does not need a competition with some rival AI space agency to spur you on to do great things in KSP. Sure, a rival space agency and space race would be a cute gimmick, but it should not be the focus of the game.
  10. On the identity crisis of KSP Fully do I agree that a game featuring little green men should be taken with a hefty pinch of salt. And when the Game was in Alpha and there was only orbit and the mun to go to, slapping together some boosters and flying by the seat of your pants was indeed a viable form of gameplay. I think KSP's identity crisis started to appear once other planets were added, requiring much more complex mission architecture such as transfer windows Delta-V calculations. While slapping boosters together and watching them blow up can still be fun, that kind of gameplay isn't very sustainable in terms of keeping the player interested for longer periods. I'm not expecting a full-on NASA/ESA/Roscosmos experience with Kerbal Space Program. I have no problem with the fact that the Kerbal solar system is scaled down dramatically for example. Nor am I expecting to program every step of the mission in advance into a computer like they do in the real world. (though one could of course do this with K-OS). I'd even go as far to say that it would be an improvement to the game if the rocket parts had a much more cartoon-esque look to them then the realistic shape they tend to have now. That would even be very appealing. The Strength of KSP lies in the marrying of cartoon-esque slapstick with real spaceflightscience. The Look and feel of the game is cartoonish, but the gameplay at it's core is science-based. Looking for a more realistic mechanic for career mode progress does firmly lie within the bounds of KSP's identity. And if the career mode gets to serious with itself, heck, throw in a ludicrous contract like landing a heavy golden statue of Werner von Kerman on the far side of Mun. The way career mode is structured now just isn't very logical. Let me put it this way: Why would KSP take orbital mechanics and Newtonian physics serious but couldn't find a way to have a more realistic career progression?
  11. Well, how would you like to see the career mode then? This is the place to discuss it I would hope so.
  12. Well now, no need to be so negative. I'm not expecting SQUAD to immediately change their entire game. However, what stops us from imagining alternative career mode architectures, perhaps for inspiring mod makers?
  13. Greetings fellow space nerds! Since early alpha I've been an enthusiastic player of KSP. The game has thought me alot about the mechanics of spaceflight and motivated me to study the history of spaceflight. When career mode was added, at first I was quite exited about the prospect of playing the game like a real space program manager. However, I find myself exclusively playing sandbox mode these days again because I keep getting frustrated with the way career mode functions in KSP. Being the stickler for historical accuracy and realism that I am, I always found it rather odd that the KSP career begins with a manned mission. unmanned probes only come into the game after some research. While in reality of course, every destination in space has always first been visited by unmanned robotic probes, paving the way for manned exploration. Also, the fact that one needs to gather "science" by measuring the properties of the different regions of space and celestial bodies in order to develop rocket parts seems a bit absurt. One does not learn about the mechanics of liquid rocket engine turbo pumps by studying the craters of the moon. In the real world, knowledge about rocketry is gained by spending money on testing parts on the ground, and by flying (and occasionally blowing up) equipment. So, I've been finding myself RP-ing a career in sandbox mode. Would it not however be swell if we could imagine a more realistic career progression and mechanic then is currently implemented in the game? Mods like Better then starting manned partially tackle the issue, but technological progression is still based on "science" gained form studying space in stead of spending money on R&D. And yes, I know this is a game about little green men riding insane rockets into space, and less about an accurate representation of historical spaceflight. But hey, speculating about the mechanics of a game never hurts. What are everyone's thoughts?
  14. Hello Youen, I've noticed this awesome mod isn't functional in the latest 1.1 version of the game. I understand you are busy, but I think this mod is so helpfull, the features it brings should be in the core game if you ask me. Unfortunatly I'm not a programmer myself, so I can't help with coding. Perhaps it would be a good idea to make a "tip jar" for this mod so that people like me could at least sponsor this mod by throwing a few coins your way? I'm happely anticipating the 1.1 version of this mod. Regards, Rombrecht
  15. Greetings! Sadly, this mod does not seem to function at all in the new 1.1 version of KSP. To me this mod has become as essential to the game as Kerbal Engineer has been for a long time. The orbital mechanics do not seem to have changed in the latest version of the game, so I guess the mod not working is just a matter of the mod needing updating to the current version of Unity? Is there maybe a workaround to get the mod in it's current state working in the 1.1 version of KSP? Regards, and thanks for developing this awesomely handy piece of code, Robrechtus
  16. Splendid! I'm really impressed with your dedication to the mod. And I'm happy that I got to help refine and polish the mod with simply playing the game using the mod. I'll continue making new and unusual designs so I might filter out some more buggy features. Looking forward to the updated mod. Keep up the good work! amazing!
  17. Thank you for taking note of my post. I am in fact using the latest version of KSP, and I've trying the "update now" feature of the mod many a times. Here is the craft file. For testing I've left the last rocket engine stage on the ship at re-entry. Even though this makes the ship unstable and tend to want to flip around, the effect of chancing landing spot dramatically happens well before this flip out occurs. Maybe the problem is caused by the fact that I'm returning from such a highly eliptical orbit? the small variations in speed making a big difference due to the high orbit? I'm at a loss.
  18. How can it be though, that even though I use stock aerodynamics, that I have the same issues as you? (also see my previous post)
  19. Hello there. I've had some trouble with this mod. Each time I have a re-entry trajectory (around Kerbin), the mod seems the nicely calculate the atmospheric path. However, as soon as I hit the atmosphere, the red trajectory and impact point starts to move, shortening the path over the planet, making the spacecraft impact point moving closer to the point of atmospheric entry. There are no wings or aero-brake modules. I also re-enter retrograde, not forgetting to tick the option "retrograde" in the mod's UI. When I re-enter from a highly elliptic orbit, this effect is much amplified. In some cases shifting the expected impact point a quarter of the planet from it's initial point. Also, the effect that user Peaceduke experienced with aero-braking manoeuvres around Eve and Duna seems to be of the same nature I am experiencing here. I could even replicate his experience around kerbin with shifting calculated orbits. What is causing these anomalies? Is it a problem with the new stock aerodynamics model that KSP uses? Do I have a faulty setting somewhere? Is there a fundamental problem with the mod? Oh, I did use quite a few mods. Yet when I uninstalled them all except the Trajectories mod, and I still have the same problems.
  20. Hello there fair and beautyfull people! For some reason I can't figure out the delay node. I persume it functions like this: you give the value wich is the delay in seconds. Then when you send the "activate" signal from a previous command, the signal will be held back for the amount of seconds you've specified. Yet, for me this does not seem to work. the next node will not activate. Am I doing someting wrong? or do I have a software glitch? This is the program I've made to demonstrate:
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