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Space Pandas

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Posts posted by Space Pandas

  1. 1 hour ago, KillAshley said:

    very cool dude, thanks. Somehow I missed this mod, I've left a message for the dev about how customizable it is, however in the OP it says it should be compatible off the bat! I'll look into it when NH 2.0 gets closer to completion :wink:

    ooh! I didn't see that!  That's awesome :D

     

    1 hour ago, ShotgunNinja said:

    @KillAshley I use an heuristic function based on surface speed, surface gravity and radius (all normalized against the home body) to determine the magnetosphere/belt properties. This assure the home body has a magnetosphere and a belt. Also gas giants all get very strong radiation belts (deadly!). I checked the results against stock and RSS bodies (using the planner) and they are okay-ish: Venus has a smaller magnetopause but stronger magnetic field than Earth, Mars has a weaker one with no belt and most of the moons have no magnetic field at all, for example. There is no configuration unfortunately, but this has the advantage that it support all planet packs and rescale mods automatically.

    Looks like you may not be able to tweak the actual radiation part of the mod to better fit NH, but with gas giants having a very strong radiation belt, it sounds like exiting Sonnah could be a very interesting experience :wink:

  2. So I saw this new mod that came out about an hour ago:

    and this part caught my eye:

    RADIATION

      Celestial bodies can have a magnetosphere that protect Kerbals from radiation, as well as a radiation
      belt: an extreme radiation zone. Cosmic radiation is ever present in the vast distances of space.
      Vessels can be shielded to offer some protection, at the expense of greatly increased mass.

     

    I don't know if that part of the mod will work for planet packs such as this or not, but if a compatibility update would be needed for the radiation belts would you be able to take a look? Because that would be really awesome :D

     

    EDIT: Unless if that sort of thing would have to be on Kerbalism's end, I don't know I'm not a modder so sorry if this is misplaced

  3. I have played over 500 hours of KSP, 60 hours into my NH carrer, and I STILL haven't figured out an easy way to get to Aptur (that doesn't involve changing my orbit to that of the mun, change inclination, and wait 3+ days for an encounter, for an average of 1500m/s ∆V)

    I love the feeling of being a noob again

    The technique I used, (which i highly doubt is the most efficient, but at least it got me there), is I exited kerbin into orbit of sonnah, adjusted my inclination to match Aptur, then orbited around Sonnah until I was just far enough behind Aptur that I could set a waypoint that would intercept Aptur

  4. Guessing you didn't fancy the rings?

    I too, am loving the glaciers along the craters, but I (personally) don't want the rings around Lave. Not because they wouldn't look good, but because since there's so many planets in this system that already have rings, it's nice to keep a few that don't

    If you forgo support for most of your mods (and some of them even working)

    You can get them working again with this mod:

    http://forum.kerbalspaceprogram.com/threads/113069-WIN-1-0-X-KSP-x64-Total-Unfixer-v2-2-04-08-2015

    Just don't expect any support if any bugs happen

  5. I have not, but I definitely want to build a space casino! I will check it out and see how the "4 one-time progression" contracts work into its addition this far into my game. I'm curious to see how it adjusts to New Horizons as well.

    Seems the latest release added New Horizons support

    New release! New Horizons support! Better contract progression! Download!

    ContractPack-Tourism 1.2.0

    • Tourist contracts no longer ask for as many tourists at once until bigger pods get unlocked.
    • Reduced grindiness - advanced tourism contracts no longer require lots of tourist contracts to be done.
    • Support for New Horizons.

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