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Lach_01298

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Everything posted by Lach_01298

  1. With the demise of KSP2 the dream of large ground bases has crumbled. I was wondering what could mods do to allow the construction of large bases? Initially I thought is it possible to land a vessel on a planet then just disable all the physics on the vessel except the collision mesh essentially turning it into a static object? I would think this would both increase the performance and remove the kraken allowing for bigger bases that don't explode. I don't know much about the internal code of KSP and what are the limits of modding is or how easy it would be to implement. I assume it is probably hard/ not feasible because surely if it was simply a Boolean flag "physics enabled" on each part some modder would have done it by now, but I don't know. So that is why I'm asking if anyone with modding knowledge could this be done? If not why not? Are the dreams of large colonies/ bases (without the kraken and decent performance) gone with KSP2 or is there a way mods can bring a little bit of life to that dream?
  2. Yeah that's sort of astonishing how they had a much better UI (clearer icons, more compact nav ball, etc) then decided to get rid of it for the pixel ascetic. Not sure why they thought the current UI design and ascetic was an improvement.
  3. How is anything already said in this thread breaking or is near breaking any forum rules?
  4. In the end the inclusion or exclusion of kerbals is not a major concern. It not going to change peoples minds on buying the game or not. I was just posing the question and was wondering why they made this decision, if they have at all, who knows they could have future plans for them.
  5. For example I'm all for Katherine Kerman (Katherine Johnson) to tell me about the importance of orbital mechanics and transfer windows in the tracking station.
  6. I'm all for adding new Kerbals. It just that I think Gene and Wernher are Iconic. I'm sure there will be plenty of opportunities to introduce new Kerbals with different Jobs. A space program is run by more than 2 people.
  7. With the new For Science! update announced we saw the introduction of Dr Keri Kerman the head of Mission Control a position previously held by Gene Kerman, also with all this science where is the previous head of R&D Wernher von Kerman? Will they be back in KSP2 or have they been replaced? Has Wernher von Kerman be removed because of his history being tied to the Kazi party? I hope not because even though he had a troubled past he was very influential and important to the space program along with many other former Kazi scientists and engineers. Their history should not be forgotten or ignored.
  8. I really hope that the roadmap updates will be coming more frequently than once a year. At this rate KSP2 1.0 will be released in 2027, 7 years after when it was originally scheduled for release. I use to be excited for KSP2 ever since the original trailer in 2019 but my enthusiasm has waned a lot. It was hit hard when early access was released in such a poor state and then again after the wobbly rocket announcement (it just showed to me that they are pushing forward on a system that clearly can't scale to the performance required for huge part counts they promised). So I have muted feelings about the update, it good to see progress but it also just seems like there is a long way to go (if the dream is even possible they way they are doing it).
  9. I love the soviet style parts and the MEM is just a cool part. At least in KSP 1 I find the 1.875 m size quite useful to create payloads inside 2.5 m cargo bays (I do play with a modded game with stuff like SSPX and love it's 1.875 parts). Overall I think it would be a shame if they didn't add soviet style parts (in some form) and I would like 1.875 m parts.
  10. Introduction So while I wait for KSP2 to be actually playable for my PC and because I can't stop thinking about KSP2 and it future content which greatly excites me. I have been thinking about the topic of Funds (money) and Career Mode. I know that as of current there are not really plans for funds or a Career Mode as stated in an interview with Nate Simpson and Chris Adderley by Scott manly https://twitter.com/DJSnM/status/1628840207368990721?s=20, there is instead Exploration Mode which is more based around utility to the player and resource acquisition. This sounds like an interesting mode (and doesn't necessarily rule out funds) but I want to share some ideas that would be to me interesting and fun based around funds that could be part of a separate Career Mode or possible part of Exploration Mode. So to start lets list current problems with KSP1's implementation of career mode: It can be very grindy requiring you to do multiple very similar contracts to just fund your "Real" progression mission. You can get yourself stuck in a funds hole essentially ending your play through The reputation system doesn't really do a lot The Administration Building strategies aren't that useful Overall isn't that fun and was bolted on as an after thought My ideas are based around funds and I completely remove reputation and Admin strategies, so won't be talking about them. Base concepts and philosophies for my ideas: It has to be Fun and not grindy It should reward players doing their goals and not just some random contract's It should encourage building efficient cheap solutions such reusability and not the use of many massively over capable expendable rockets for every problem. It should connect with other systems in the game like colonies, ISRU and interstellar travel not be a bolted on after thought It should create new and interesting challenges and solutions to play Now that's the intro done let me explain my ideas and feel free to add, change or even explain why my ideas are bad in this topic. Ideas Funds You might wonder why do we need funds, especially for late game when I'm building rockets on other planets from local resources? Well there are a few situations where funds would be nice. Funds represent the value of things (parts and resources) to external entities to your space program like governments, civilians and companies. Initially you will be buying everything from these entities, fuel, rocket parts, etc. You don't need to wait for the things your buying from them, unlike if you would have to create them yourself internally in your space program. Got a rocket that needs some fuel? You could make the fuel yourself but that can take some time especially if you need a lot or you could buy some immediately to fill you rocket from a company. In most cases I see that everything from Kerbin will cost funds. You will still need to transfer the stuff from Kerbin but you buy it at Kerbin. Possibly quite a bit later after colonising a certain planet or moon sufficiently that you have a large civilian population (possibly sold some colonies off) you can buy some things from them on that celestial body, no need to get Kerbin involved. Income First start with a base weekly or monthly income. When ever I have played career mode in KSP 1 I found having a mod like Monthly Budgets or Bureaucracy a must. It stops you getting in a funds hole because you can just wait to gain the funds for you next mission not having to do a contract that you already don't have the funds for. This income needs to scale with your current state of progression e.g. now that you have proven your space program can land kerbals on the Mun the government have now granted you additional funding. You also need to be able to add additional sources of income to this. Examples: Some civilian kerbals would really like to have satellite communication so they can watch their favourite shows anywhere on Kerbin. You could build a communication satellite or even several to cover Kerbin and civilian kerbals and companies will pay you an income for the use of your satellites. Some civilian kerbals will spend good funds to visit a space station or even a ground base on the Mun. You can fly the tourists to your stations or bases and let them rent out habitation modules and then fly them home. You will only have to do this once as a proving mission after that this particular tourists trip/route will automatically happen giving you a income based on how much the kerbal pays minus the cost of the rocket (not recovered or reused). This should be possible from what I have heard in various interviews and dev videos using the system they are going to make for recording and creating automatic resource transfers trips between colonies and stations. Some civilian kerbal scientists would like to use your science equipment (telescope, space station lab, etc) and will be willing to pay for it. You can rent these out for some income. An additional note is you can always come back and upgrade things. Got better tech for communication? Upgrading or replacing existing communication satellites gives you more income. Got a better cheaper transport system that can transport more kerbals than your old tourist route? You can update the old one with the new one for a better profit margin. etc. One Off Payments Need funds more quickly or now? There can be a few options: You get one time payments for completing progression goals e.g. first time to orbit, first Mun landing, etc. These are in KSP 1 and it is nice to get rewards for doing things. You could sell off you assets. Got a satellite or space station that still works but you don't use anymore or don't care about? Well you can sell it to a company for some funds. This can be a bit of a trade off though say you have a communication satellite that you are already making money off on a monthly basis. You could keep the satellite and continue getting that constant income or you could sell the satellite for a large immediate payment but lose that constant income.
  11. It will always be Mün. anyone who says it is Mun is lying to you
  12. I'm not very well versed in GPUs or CPUs but from what I can tell my GTX 1070 isn't going to meet the minimum, sad. I find it strange that the GPU requirement is so much higher than the CPU requirement.
  13. I know that is the gameplay reason. If the kerbals have the foresight to create methane jet engines knowing that they will colonise other planets and stars then they are a truly forward thinking species (if only we were).
  14. I find it interesting that jet engines now run on methane. I was sort of thinking a lore reason for it and thought maybe there isn't oil on Kerbin they have natural gas and maybe coal but no oil. Like maybe the conditions to form large amounts of oil never happened on Kerbin or the kerbals are to early in the history of life for large amounts of oil. (Maybe there was never dinosaurs on kerbin?) It a interesting thought to think of how a space faring civilisation can develop without oil.
  15. Looking at the UI it seems mostly a pixel graphics style but then there are a few symbols and things that aren't and I would say are a more vector graphic style, it a bit inconsistent. To give my opinion I don't really like the pixel graphics style and much prefer the cleaner vector graphic style. That being said the whole UI seems much better to use and find parts putting things into subcategories like methalox engines, docking ports, etc. The hype is beyond the Mun!
  16. Yeah If you didn't want spoilers you really shouldn't be looking on the KSP 2 Hype Train Thread.
  17. I also think that the precondition CheckResource's checkAsPercentage flag isn't working. I have this: SNACKS_EVENT { name = CO2Poisoning eventCategory = categoryPostProcessCycle kerbalsAffected = affectsAllAssigned secondsBetweenChecks = 600 PRECONDITION { name = CheckResource resourceName = StaleAir checkType = checkGreaterOrEqual valueToCheck = 20 checkAsPercentage = true } OUTCOME { name = FaintPenalty playerMessage = is suffering from CO2 poisoning! Quickly scrub the Stale Air! } } and test with a command module in orbit and as soon as the first StaleAir is generated it triggers. The vessel is only the command module and has a capacity of 1125 StaleAir. The first cycle produces 37 StaleAir which is more 20 but not more than 20% of the 1125.
  18. So I have modified the Air config so that the cycle takes every 10 minutes instead of an hour. I have also set in simulator settings: secondsPerCycle = 600. When I test this I notice that the resources update only every hour not 10 minutes, though the right amount of resources for the hour are used. Is this intentional to update only every hour?
  19. I've made a couple of patches for converting engines from the stock fuels to their real fuel equivalents but having a few issues. Here are the patches: // normal engines @PART[*]:HAS[@MODULE[ModuleEngines]:HAS[@PROPELLANT[LiquidFuel],@PROPELLANT[Oxidizer]]]:FOR[KISRU] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = Kerosene @ratio = 1.0 } @PROPELLANT[Oxidizer] { @name = LqdOxygen @ratio = 1.65 } } } // jet engines @PART[*]:HAS[@MODULE[ModuleEngines]:HAS[@PROPELLANT[LiquidFuel],@PROPELLANT[IntakeAir]]]:FOR[KISRU] { @MODULE[ModuleEngines] { @PROPELLANT[LiquidFuel] { @name = Kerosene } } } // RCS engines @PART[*]:HAS[@MODULE[ModuleRCSFX]:HAS[#resourceName[MonoPropellant]]]:FOR[KISRU] { @MODULE[ModuleRCSFX] { @resourceName = Hydrazine } } //monoprop engines @PART[*]:HAS[@MODULE[ModuleEnginesFX]:HAS[@PROPELLANT[MonoPropellant]]]:FOR[KISRU] { @MODULE[ModuleEnginesFX] { @PROPELLANT[MonoPropellant] { @name = Hydrazine @ratio = 1.0 } } } The RCS and monoprop engine patch works fine but the others have issues. Nothing is changed on normal or jet engines, I suspect I'm not filtering the parts right with module manager. I don't think it likes :HAS[@PROPELLANT[LiquidFuel],@PROPELLANT[Oxidizer]]. Am I specifying the and conditional right? I've also tied & instead of a comma. Any help would be appreciated
  20. A Parsec is still based on the earths orbit. It is from the parallax of one arc second with a baseline of 1 astronomical unit. It not a SI unit. The SI unit for distance is a metre. For a parsec this is 3.0857×10^16 m.
  21. I'm trying to create a WBI play mode with custom field configurable ISRUs. I've used WBIMultiConverter module and using the template tags to restrict which part can do what and that seems to work fine but I've also tried scaling the converters with the productivity field and that doesn't seem to work (or at least in the ops manager gui). I've also tried omniconverters and BaseEfficiency but that doesn't seem to adjust the ops manager gui ratios either. Just wondering if this expected for WBITools and or should I be using a different method, if what I'm trying to do is possible. Didn't know where to post this, not really about buffalo, just WBITools in general but I could not find a topic for that.
  22. So how does ModuleSystemHeatBaseConverterAdapter work? I've been attempting to use it with WBI Omniconverters which from what I can tell is derived from ModuleResourceConverter. How is the module it is linked to specified? I assumed looking at the code it was the converterModuleIndex parameter, being the module index from 0 to n. I tried multiple values each time with no luck giving errors like this: [ModuleSystemHeatBaseConverterAdapter]: Module at index 0 is not a BaseConverter on part Part
  23. If the sand caster 3d printer uses your system then that's ok. I just didn't know if it used your resources or EL's. So do you need EL at all? Or do you still need it to make new craft?
  24. What will the plugin do? Also will there be a way to unify material costs from sandcastle and EL because currently the material costs for a part are specified quite differently in both mods.
  25. So the B9 part switch errors seemed to be from Keridian Dynamics and Cryo tanks, this is without CRP.
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