-
Posts
1,111 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by garwel
-
I encountered a strange bug, which I suspect is caused by some stock issue. In the editor, the external lighting of the vessel is increased every time my mod's dialog window is redrawn, e.g. when a button is clicked in it. As a result, after some clicking, the vessel is almost pure white. I don't do anything at all related to the scene lighting, don't change the craft or affect any other aspects that I could expect to have this effect. My code is long, but effectively, it's just calls to KSP.UI.Screen methods to create, change and destroy UI elements. Has anyone seen anything like that? Any ideas what can cause such behavior?
-
KSP2 Science System - The limits of science points
garwel replied to Challyss's topic in Prelaunch KSP2 Discussion
I agree with your criticism. In real life, most progress in space flight technology seems to come not from scientific data collected by the space programs but from practical experience. There are some exceptions, e.g. measuring radiation levels or atmospheric density helps prepare for missions to these places, but overall measuring Saturn's gravity field won't help you design a new engine. What will help is using and improving the old engines. So it doesn't improve immersion when you need that Gravioli detector data to unlock Mainsail. On the other hand, "railroading" technological progress through a series of mandatory missions is not something people will like for a sandbox game. So I hope KSP2 will find a way to avoid science grind and to reward players for interesting, daring missions.- 38 replies
-
- 5
-
-
- progression
- ksp2
-
(and 1 more)
Tagged with:
-
Feel free to change the configs as you like, but your numbers here look wrong. It seems you also disabled the modules' multipliers, which are in fact the key features of these parts. Each of them reduces Confinement 2.5 times (i.e. to 40%) by providing some shared facilities and entertainment instead of living space. So in your examples actual Confinement HP cost per day (with 3 kerbals) will be: Mk1-3 pod + Hitchhiker: 0.78 Mk1-3 pod + PXL-2: 0.67 Mk1-3 pod + PXL-1: 0.46 Mk1-3 pod + PFD-A: 0.35
- 1,034 replies
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
For long-duration missions, you need to do several things when designing the vessel: reduce main negative health factors (confinement by adding more living space, loneliness by ensuring the kerbal has a company, microgravity by adding centrifuges if you use appropriate mods) and improve positive factors (connection, by adding a science lab or other parts that affect that) add parts that provide recuperation bonus (e.g. stock cupola); this is the only way to stabilize your kerbals' health for unlimited periods of time (accidents and radiation notwithstanding) make sure your kerbals are experienced (and hence healthy) enough and their health will stabilize at satisfactory levels provide appropriate radiation shielding by adding it to manned parts and/or adding heatshields, structural panels etc. In default settings, you don't need a medibay or other special parts. But if you can afford to add it, you'll be safer. Yes, it will make the vessel much bigger and more complex than just "include a mk1-3 pod and forget about it", so you'll need to use your engineering skills. But that's the whole point of the game, isn't it? And real-life interplanetary vessels are also going to be anything but small.
- 1,034 replies
-
- 2
-
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
There haven't been new releases, so no. But it doesn't seem to cause any issues other than occasionally logging the exception.
-
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
garwel replied to nightingale's topic in KSP1 Mod Releases
Hi, I'm getting this error message from CC: My GameData folder: I'm playing KSP 1.7.3 with CC 1.27.1.- 5,225 replies
-
POLL: Has Anyone ever had to do an abort Using LES?
garwel replied to Cheif Operations Director's topic in KSP1 Discussion
I never used the stock LES part, because in KSP, explosions don't affect nearby objects (no fireballs etc.). So it's enough to just separate the crew pod from the launcher and deploy the chutes. But I've had to do it quite a few times (I play with no reverts) and I always make sure that I have correct actions set for the Backspace key. Since I launch most of my ships with a kOS script, I included an auto-abort feature in it. -
Yep, looks like I forgot to include support for DSEV's engines in the patch. Will have it in the next release.
- 1,034 replies
-
- 1
-
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
Wow. Just a couple weeks ago, I was going to post my personal wish list for an imaginary KSP 2, but I never finished it. So, here are some things I hope KSP 2 will achieve (with no particular order): Improved graphics including realistic clouds and other atmospheric effects Scientific experiments that require some actual time to run Rockets that are not built instantly and in general more role of time in the game (e.g. having to pay wages or contract rewards that decline over time) Career mechanics that rewards interesting missions instead of grind Axial tilt and seasons At least 3-body physics with La Grange points (maybe) Somewhat autonomous kerbals (e.g. you can instruct the engineer to do a task while you are busy commanding the pilot or vice versa) More reasons to have multiple kerbals on the ship (I almost never use pilots, because adding a probe core is cheaper) Actual resource processing in the background Reasons to explore other celestial bodies by foot or with rovers; i.e. revised biome systems Life support systems Signal delay for probe cores (makes even more sense in an interstellar setting) Explosions that can damage/destroy nearby objects, so that you actually need a launch escape system Kerbals that have more individual, unique characteristics Capability for mods to change certain game systems and interfaces rather than just stay on top of them
-
No. As long as rotation doesn't change the vessel's velocity (i.e. its center of mass), it doesn't create g-acceleration according to game rules.
- 1,034 replies
-
- 1
-
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
It's already there. You can adjust pretty much everything in Kerbal Health via difficulty settings, available in-game if you press Esc. Just open a Kerbal Health tab. You can disable radiation completely or lower its effects for example. The only thing I recommend you do for USI-LS is disable their Habitation mechanics. IIRC, you need to open their settings by clicking a button in the KSC screen. Then just disable all effects of habitation and you'll be good to go.
- 1,034 replies
-
- 1
-
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
I've begun developing a new feature for Kerbal Health: astronaut training. It's very early in the process, so many things may change. But here is how I see it for now. The most boring health factor called "Assigned" will be renamed "Stress" (or something like that) and it will work differently. It will drain different amount of health points per day depending on how well-trained the kerbal is for the current vessel. If your kerbal is completely untrained, they will lose the most health (e.g. 1 HP per day) to stress. The maximum level of training will depend on the upgrade level of the Astronaut Facility. For level 1, you can only reduce the stress factor by 25% (i.e. to 0.75 HP per day), for level 2 to 50%, and with the completely upgraded facility to 75%. You can train an astronaut in two ways: When designing the craft in the Editor, you can designate kerbals to train for the particular vessel. It will take some time, perhaps something like 30 days, for them to get to the maximum training level. Then you can put them in and launch the rocket. This is the preferred way. If you haven't trained your astronauts in advance, which may be the case when the vessel is already in orbit, they will have to learn by doing. So as long as the kerbal is inside the vessel and hasn't reached maximum training level, he or she will gradually become more familiar with it and get less stressed-out. It may take some time however and you want to make sure the kerbals won't break down before they master their surroundings. This feature, like most others, is optional and you'll be able to disable or fine-tune it in the Difficulty Settings to your liking. Tell me what you think about it.
- 1,034 replies
-
- 1
-
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
Any plans to list it on CKAN, so that lazy people like me could follow updates easier?
- 1,072 replies
-
I haven't really played with RO/RP-0, so I can't tell for sure. But I don't see why there should be any problems. If some of the values seem off, e.g. if health drains too fast or too slow, you can always adjust it in the settings. Note that there are no custom configs for RSS planets, so all of them will have the same radiation characteristics.
- 1,034 replies
-
- realism
- life support
-
(and 1 more)
Tagged with:
-
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
garwel replied to Starwaster's topic in KSP1 Mod Releases
Is it correct that the service bays from Universal Storage 2 have only 1000 K max temp? I thought they would somewhat protect their contents, but they burn up very quickly. I'm playing KSP 1.7.3 with JNSQ and latest DRE.- 5,919 replies
-
- reentry
- omgitsonfire
-
(and 1 more)
Tagged with:
-
In any case, I don't expect this issue to break the game, cause a freeze or seriously affect the mod's behavior. In this case, it can wait till the next update.
-
No, this is due to some "improvement" I added in v1.1, which introduced a bug. I found it and it will be fixed in the next release. How disruptive is this issue?
-
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
garwel replied to _Zee's topic in KSP1 Mod Releases
Actually, Soviet Luna 16, Luna 20 and Luna 24 missions returned lunar soil samples to Earth. But generally, it is a rare exception. Also, test flights of future manned vessels (from Vostok and Mercury to Orion) all take place in unmanned mode, so one could consider them probe missions. -
[1.7.X] JNSQ Probes Before Crew Rebalance / Contract Pack (V.0.2.1)
garwel replied to CoriW's topic in KSP1 Mod Development
@CoriW Excellent idea; I'm just beginning a big career playthrough of JNSQ+PBC and this mod comes at the right now. I agree with the @JadeOfMaar's comment about preference of using MM patches to asking the user to delete files of another mod. This way you'll save yourself a lot of headache and time for dealing with various issues. Also, I couldn't download the mod from Spacedok; I get 401 Unauthorized error. -
Space Age 1.1 Compiled for KSP 1.7.3 Added: Scoring system, which awards progress score points for certain achievements such as first orbit, first flyby of a body, first landing etc. Number of points depends on the achievement (e.g. landing is worth more than a flyby), celestial body (proportional to its science multiplier for recovery) and whether it was a crewed vessel or a probe. It should be compatible with all planet packs and works in all game modes. Added: You can be awarded with funds, science and/or reputation for earning score. Think of it as an alternative to (or augmentation of) progression contracts and certain strategies. This feature is currently disabled by default, but you can define how much reward you want to get per score point in the in-game settings. Fixed: You no longer unlock achievements such as "Max crew in a vessel" with 0 (zero) values Download here
-
Yeah, seems to work fine for me.