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Everything posted by Evanitis
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I'd love to represent positive thinking, harmony, relaxation, joy, ponies and fluffly puppies by adding one. +7
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Very simple prototypes that worked for me: The Subnautika Rover: A random kopter after a tricky landing. The KAX rotor functions as a propeller. First speedboat, can do 30 m/s on water.. ..and it can fly if really needed or the pilot doesn't pays attention... ..and it can turn into a sub with mininmal adjustments. Yes, air intakes work underwater. BTW... VesselPlacer mod feels like a must for boating. Geting them to water is a pain without that. From there, the rest is just fun testing.
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Nice idea, most of it is already there. Good to see the spreadsheet - the numbers are really... realistic. Everything looks in order if I compare it to stock rewards, taken that opposed to space exploration, GAP missions are low-investment, low-risk jobs. Since the crafts used are reusable, the mod provides a steady income of funds. Not comparable to a space program, but enough to keep itself running while slowly geting the cash for the few important upgrades. With minimal spacing on the side, money isn't a problem. Rep reawrds felt all right too, astronaut experience... it might be really useful for astronauts, but they will get it anyways. I can't think of much use for those levels on Kerbin. 'Hold prograde and smile at the tourists.' is totally enough. Your recent idea would cover the recuits the players might need. That leaves only science, and that is currently painful. Theoretically you don't need much for GAP, but those nodes are sooo.. full of handy, fun, nice looking or otherwise appealing parts. And the sci rewards in the mod-contracts are a bit rare and low in the early career... and negligible in the middle game. This makes me feel forced back to space. I wouldn't suggest touching the present payouts - as said, they look realistic. But how about some high-difficulty mission type with much science gain? I was thinking of a CoastGuard-Rescue variation, where you don't just need to take the crew home from the crashsite, but the wreck too. The recovered craft can be studied for science, and than sold for scrap. Probably an underwater variation could work too. (note: impressions are from a normal difficulty career with entry purchases on)
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Evanitis replied to EnzoMeertens's topic in KSP1 Mod Releases
Yay, cool! By the way... you mentioned that it isn't the main focus, but I totally love the non-visual part of the mod too. I couldn't bear Dang It, as failures just kept happening all the time. KKS leaves me alone until I make the slightest mistake. A separating booster touching the main fuselage causes a leak? Nice, I was always surprized when I could orbit following such a manuver in stock. Also had a hearthwarming overheated engine explosion after a hairy takeoff. The impact sensitivity and the failure severity feels unforgiving, but spot on. For me the lovely crumple effect is just icing on the cake.- 735 replies
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Jeb is currently on a 80km / 500000km elliptical orbit around Kerbin with an inclination of like +30°, and like 0.5 jetpack fuel remaining. He's there since more than 300 days. He got there because he has the stupid habit of climbing into crafts that require specific kerbals that isn't him, or planned to be initially unmanned. This time it was a five man rescue ship where Jeb took a seat. I noticed it too late, so I had to face a decision where he was the only one of six I wasn't contracted to bring home. Well, see ya Jeb - you can have all the crossword puzzles we brought for the trip! And he stays there because I'm mightly annoyed by his habit and I want him to learn the lesson. I'm also considering to use his remaining fuel to make him an inclination-marker for Minmus.
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Evanitis replied to EnzoMeertens's topic in KSP1 Mod Releases
Did that (copypasted actually), and the gears are still getting damage (at least the visuals are there). Could I totally exclude parts from the effect that suppose to touch the ground deliberately? I'm doing a lot of planes these days, and it irks me a bit. The distortion always starts at takeoff, and usually looks like that even after the most gentle landing: Ahh, one more thing: all damage disappears upon quickloading. I wasn't sure if you are aware - thought I mention it in case it's a problem only on my end.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Evanitis replied to EnzoMeertens's topic in KSP1 Mod Releases
This looks very nice. How do I apply that? I'm a total noob in modding - I don't even see the two changed files in the KKS mod folder.- 735 replies
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[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
Evanitis replied to EnzoMeertens's topic in KSP1 Mod Releases
I feel the displacement should scale with the parts it's applied to. It looks totally awesome on 'regular' sized things like most engines and fuel-tanks, but small parts (wheels, batteries, etc) become quite messy. Those seem to -gain- much volume when distorted. Enjoying your mod greatly, just added my two cents. Also: I love fule-leaks. A hairy takeoff for a plane and I find myself in a hurry to land ASAP while I still can. Lovely.- 735 replies
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Even more fun with GAP: Managed to land my first kopter on the VAB. The craft survived, the building isn't. I call it a partial success. I also found out that air intakes work well underwater. Who'd have though?
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Space program or space mission : KSP playstyle
Evanitis replied to Warzouz's topic in KSP1 Discussion
Voted other: I play however I feel at the moment. I definately had careers when I just launched new missions instead of long timewarps for interplanetary transfers. I think the game is designed so we can play it any way we find fun. And if can't do that in stock, the -will- be a mod for kinda' anything we can think of. -
Not that I mind having exra Kerbals around without the need to pick them from orbit. Since I installed GAP, I only go to space when I'm running low on money or when I really feel the need for some tech. "Only 15k funds remaining after rebuliding the VAB since I krashed a kopter on it? Just launching a quick Minmus probe, so I'll get to field more planes and subs." I think I'd love if GAP presented alternative ways to get the required resources. Probably it even will, once I have the tech/rep for the more advanced contracts - like the STS ones. Cash is kinda' ok, but I feel science starved and I'm more interested in doing your contracts than the all-too-familiar orbital rescues. Thus Inigma Kerman is more than welcome, and if you are right and I'll get more personnel from the later SSI missions, I'll keep the release version. Neat idea. I'd also love if it was followed by a Mount Keverest contract (highest peak on Kerbin). It's farther, though it only means it needs more kreativity (or patience) to get there. Also, did you consider SSTO missions? It's kinda' the last 'usually-not-involving-rockets' type of task GAP doesn't cover. I'm pretty sure that's not the case - I'm having Inigma on the save where I completed the contract on the first try in time.
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Also got him on both careers. First I just used debug to complete the contact (but definately not canceling). The second was legit without touching F12.
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Got screens?
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Drunken pilot challenge
Evanitis replied to BoobyTrapGaming's topic in KSP1 Challenges & Mission ideas
Why wouldn't it be on? It's just having a slow start.. xD Guess I have to admit that the OP wasn't actually around when I decided to make a badge for this.. not that he previously verified the entries. Though I found it a tough but fun challenge. Also I generally like flying intoxicated. So I decided to proudly wear a memento of the hellish time I spent on the Drunken Plane. I encourage you to do the same if you have similar feelings. Great flight by the way, and a spectacular landing. -
I can let a negative number exist. It's improper. 0
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Got an SSTO-design that you didn't manage to get to orbit? Launch it on a rocket, and take it to Laythe. The trip isn't too long or hard if you don't have other payload. It's an exotic location, it isn't too difficult to land there, and the spaceplane that fails to orbit in Kerbin can usually take off there easily. It's my -go to- relaxation mission for times when Jeb wants to take a break. I'm also having a blast with the GAP contract pack. It got me to make low-tech cars, planes, boats, a VTOL and a kopter... in the first days of a new career. Now I'm struggling with the first experimental submarines and hydroplanes. And I'm still only scratching the surface.
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Yay! Are you implying that you are considering more techs to be granted by SSI? Let me mention two parts that might fit. Ore tanks: I noticed that submarine contracts appear very early. Now, I'm very inexperienced with those, but what I know is that the best (only?) ballast parts are kinda' inaccessible until a late tech-level... That won't stop me from trying to push subs under with engines.. but I don't know how viable that method is. Would granting ore tanks make these tasks too easy? Maybe just the small ones? Cupola module: as far as I know, it's only merit is purely cosmetic: it has the best view from IVA. Though because it sits on a dead-end node along with forgetable parts, I rarely get it during career games. I believe it would fit SSI nicely. About dialogs: I haven't got the slightest modding experience, but I write a lot. If that's what's missing, I could provide a lot of witty, kerbaly lines if you intend to spice things even more... but for that I'd need to know how specific those should be. I mean... would all Kerbals waiting to be rescued draw lines from the same pool? Or can the lines be different for example splashed down Kerbals and landed ones? (is a pool of sentences a possibility, or those should be fixed one-liners?) Anyways, I bet writing is the part that needs the least effort, so I suppress my related questions until you express that you could use more lines. Yup, totally. Another thing. I don't know if it's intentional or not, but I can complete the seaplane / boat tourism missions by just flying the most basic plane above the waypoints. Not that I can't use the extra cash, but I feel I'm skipping a serious hassle challenge by doing those tasks this way. Initial testing indicates that sea-landing is hard, and boats need serious patience. I'd give Jeb's two legs for a Shipyard Mod. Maybe I should Google one.
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Having fun with GAP contracts: Strap-On Airbus test-flight indicates that right-wing tourists doesn't enjoy this silliness. I also found out that if I manage to splash down a kopter into water upside down... it becomes a propeller boat. Science!
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Sounds like an aerodinamics issue than... I'd start with keptin's excellent guide on the subject.
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Ahh, got it. Somehow reading the contract didn't give me the impression that I'll get the required parts. I blame the stock KSP contract system that got me used to being tricked into sisyphean tasks if I don't read the fine-print. PMing you the save btw.
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I didn't try non-stock tech-trees before, but planes and boats can be built with -very- low-level tech too. You just need an elevon any steerable surface, the simplest fixed wheels and any engine. Even SRBs work if you don't want to land on a very specific spot. I'm pretty sure all semi-sane tech-trees have such parts around on the very beginning. Though one thing irked me about the SSI mission... It requires a very specific wheel, and a pretty hi-tech one. I was hoping I could minimize doing the space-stuff when jumping into the mod... and probably I really could, but I didn't want to lower my rep by declining missions... or even timewarping forward until a Wright contract appears. But SSI was there from the beginning, and I didn't want it to expire... so I did a quick Mun sci-farming, spent almost all my funds on Sci-Center upgrade and unlocked rover tech. All is well, but I could have used a 15 sci wheel instead of the 300 sci one without breaking the 'spirit' of the 'challenge'. Also, as a result, the technologies granted by SSI were pretty redundant by the point I got them. At least they could have handed me a turboramjet... not to mention a rapier. Naw, it would have made the rest of the playtrough too easy. Junos and propellers are fun. I just feel that the company required a pretty serious investment from my part - and not exactly on the field they specialize in. About the issue with the contract... I'll check later if I have the relevant savegame or if I can recreate the case. Will get back to you once I got to that.
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I think implicating that my way of playing the game is better than how someone else plays it is cheating.
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I can live with that, but can't we agree on keeping at zero? 0