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    Curious George

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  1. What's the density? Aluminium? Steel? Lead? Osmium? White Dwarf core? Neutron degenerate matter? I could really use some Osmium or White Dwarf core-weights for my kinetic kill vehicles.
  2. @BahamutoD Hey, awesome mod! Been playing with it for months. I recently got an idea for a small improvement that could make a big difference, but I wasn't sure whether you'd already thought of it or not, so I figured I'll suggest it here: Explosion damage based on blast radius This is perhaps the only thing I didn't like about the bombs and missiles in BDarmory, that they either do tons of damage, or no damage at all (at least it seems that way when playing). So I took the Small Warhead as a test and modded it to have: MODULE { name = BDExplosivePart blastRadius = 360 blastPower = 0.39 } MODULE { name = BDExplosivePart blastRadius = 90 blastPower = 6.25 } MODULE { name = BDExplosivePart blastRadius = 45 blastPower = 25 } MODULE { name = BDExplosivePart blastRadius = 15 blastPower = 225 } In the part file. As you can see, multiple explosions, of varying radius, and the blast power decreases by the square of the radius (like real life overpressure). I tested it and it seems to work without any glitches, though it requires much more tweaking (blast power appears to be very good at tossing stuff into the air, even at low values). Have you thought of this before? Or will this not work?
  3. Hey, thanks again for this wonderful mod, I thought I'd share some crazy stuff I did with the planet specific rescaling: I simulated a Black Dwarf and tried to land on it: https://www.reddit.com/r/KerbalSpaceProgram/comments/479c6s/landing_on_a_black_dwarf_surface_gravity17kms2/ And I made Eve 90 times as big and built a rocket capable of reaching orbit around it: https://www.reddit.com/r/KerbalSpaceProgram/comments/47jm91/escaping_eve_in_900k_47km2/
  4. Has planet specific scaling been mentioned? If not: Planet specific scaling would be awesome2.
  5. Hello, love your mod; and I recently noticed that the option was added to change palette colours and height ranges for the altitude maps. I was wondering though: Is there some way to extend the height range further than the ~17km it is limited to right now? Reason I'm asking, is that I'm playing with a Kerbol system scaled up 15 times and most highland is 20km high already, some peaks are even >70km, but the scansat map cannot display the gradient any further than ~17, so pretty much the whole map is white. Second question: Do you, by any chance, have plans for the option to change sensitivity on the slope map? As it is right now, it's very hard to make practical use of the slope map (except on bodies with very obvious terrain changes such as Minmus), because ~5% slope seems to be the upper limit, even on bodies that have much steeper slopes. Resulting in most planets being covered in "high slope terrain".
  6. It's fine actually. I'm running multiple planet mods and various other mods with this plugin. Just remember to force d3d11.
  7. Right now, I'm playing with x15 size, x15 orbits, x2.5 atmospheres and x1.5 Surface Gravity, in Science mode. I make generous use of Tweakscale, and added some fuel tanks and engines with realistic Isp and weight and such (based on the Space Shuttle), high up in the tech tree. I also like playing with Extraplanetary Launchpads, and this mod actually gives it some use for once, because it's so difficult to get anywhere; you can't just go from Earth to Jool, you have to first build a base on Minmus and then build and launch a new giant rocket from there. It's awesome. Also, yes, my rockets are insanely large. LKO requires an orbital velocity of 11 km/s; so with the large atmosphere you need a minimum of 13 km/s of D-V just to get into orbit.
  8. Just want to say I just tried your plugin and it's WONDERFUL! I'm nothing but impressed at how flawlessly it worked. I got bored of stock planets because of how small and easy they all are; I tried RSS and 64K but the terrain is just worse than boring, and on top of that it still wasn't enough of a challenge. Then I found your plugin and scaled up the Kerbol system by a factor 12 and amplified the terrain and it's glorious on every level. It even correctly scaled the different planet packs I have. 850 thanks to you!
  9. Hey, I tried your mod, and first off: Great work! Lots and lots of new places to visit, with a nice amount of variety. I have, however, encountered 2 bugs that make the planet pack rather unusable: 1. All atmospheres lack a pressure curve, and are thus sea level density, even high up. E.a. I entered Pergas' atmosphere with a spaceplane, and as soon as I entered, the pressure-bar on top of the screen rose to sea-level and my plane collided into the thick air and burned up. Tried the same with other atmospheric planets and moons and the exact same happens, no atmosphere curves. 2. I used HyperEdit to orbit another spaceplane around Pergas and safely de-orbit, and landed it in one of the craters. The plane interacted with the ground correctly, but when sending a kerbal on EVA, it acted as if there was no ground and stayed in the 'falling' position, despite laying there still on the ground. Doing a EVA report revealed that the game seemed to think the kerbal (and the plane) were flying, while they had in fact landed and were standing still. Just a head's up I guess, I haven't heard from anyone with this problem yet. I'd love to play with your mod, but the atmosphere-thing breaks it for me unfortunately.
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