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Prezombie

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Posts posted by Prezombie

  1. The problem is, the 15 day "grace period" for EC is massive compared to how much EC you can reasonably fit onto an early ship (at most a few hours). If you don't forcefully disable batteries, any manned mission more ambitious than suborbital becomes unreasonably difficult due to EC drain making reaction wheels and radiators unusable until you manage to research solar panels.

    And it's thematically weird that you can't lock away supplies from them, but you can lock away EC from them. An easy fix would be to have kerbals start to drain that much after a few days in space. (First few days, being in space is awesome. After that they start to get bored and start watching reruns of Everybody Loves Kerman). This way, early Munar/Minmus missions don't have the huge "I have no power for reaction wheels" problem.

     

  2. I think the default EC consumption needs to be dialed way down. Currently it's at 0.01/sec, which is nothing once you have solar panels, but can be crippling in the early game between part limits and batteries having small capacities. With the default rates, you're effectively limited to short orbital flights until you've unlocked solar panels, 

    Alternatively, how about making it easier to frontload the grace time of having no EC? In effect, give each kerbal a personal resource container filled with a few days worth of noms and EC which they consume first before going after the ship supplies, so early missions aren't left with no power for the reaction wheel.

     

  3. Are you using any mods that alter timewarp at all? I can't figure out why that would happen at all :/

    The only other mod affecting timewarp is BetterTimeWarp. I haven't actually changed any of the settings in that mod, just installed it for the lossless physics warp.

    Edit: huh. The default setting for BTW uses the orbital warp increments rather than the KSC increments when looking at the KSC. I guess that's resolved. :)

  4. if that's not the pack you are using I'll need to know which one you use and if you added modifications to it :)

    cheers

    Ah, no. I was using Astronomer's pack, but I removed it when I was trying to bring up my framerate. Which of course was the problem all along, because this mod just puts other cloud makers onto OPM, not its own. *headdesk*

    In my derpy defense, CKAN doesn't actually say it depends on having a cloud maker already installed.

  5. So, before I start using this, I had a few questions I didn't see answered here.

    When does it change the name, after launch?

    And what do the prefix acronyms stand for, if anything?

    When you open it in the hanger and pick a dictionary, it shows a few random names. clicking one changes the name right away.

    The prefixes are common acronyms used by military/exploratory ships by different countries.

  6. After updating this morning to 1.8.1, I got a bunch of MM errors. I dug this out of the output log. It repeats 39 times.

    [ModuleManager] Applying node OPMClouds/ModDeleter/@CLOUD_LAYER_PACK:HAS[#CloudsPack

    [*],#OPMClouds

    [*]] to OPMClouds/Auroras/OPM-AVG-Auroras/CLOUD_LAYER_PACK

    (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56)

    [ModuleManager] Error - Cannot parse variable search when editing key CloudsPack = #$@CLOUD_LAYER_PACK[MainCloudsPack]/CloudsPack$

  7. With Ven's and RealChute, the mk16 parachute has no staging icon, and always tries to deploy on launch. :( oddly, this is only an issue with the mk16 parachute, all the other stock chutes and the ones added by RC work just fine.

    Removing the top and bottom of the maintenance bays is just ugly, and makes it impossible to properly store items inside protected from the heat.

  8. Sorry, I must have missed this post earlier. When you open the KCT settings in-game and have the option to change the max warp, what does it say? If the thing you're trying to warp to is completing fairly soon then it won't go to the max warp.

    I've made a note on GitHub to take a look at the warp down code. I wonder if KAC switched to using the Stock "Warp To" system, or if they just rewrote that code. Either way, I'll try to get warping to take minimal time for the next update.

    the KCT settings shows max time warp of 10k x. I can change it as normal, but 10k is the max. And it's not a nearby deadline issue, it caps out at 10k even when the next build is a month away.

    While you're at it, a button in the build-simulate-cancel menu to automatically warp through the building and rollout time, jumping right to the pad, would be a wonderful anti-grind measure for when the player doesn't have any need to do any parallel missions.

    It's also kind of odd how VAB to launchpad has a rollout time, but SPH to runway doesn't have a taxiing out time.

  9. I love this mod. I'd love to see an option to automatically add generation marks to the end, and increment with each launch, so you can save the ship with the name xyz, but then launches as the xyz mark 1, or the xyz mk IV, etc. A small field to put in a string to append to the end of the ship upon launch would be great, along with simple variables for arabic or roman numeral counting or spelled numbers.

  10. One tweak that I've wanted for a while since I tried then dropped BTSM is the lower bound on the flyinglow situation. It's absurd to get extra science by simply bouncing the rover into the air a tiny bit. Just a hundred meters above the surface should be enough. To force the use of something that actually flies without significantly shrinking the flyinglow situation's volume.

    If it's possible, it would be even better to make the science for flyinglow require the kerbal/vehicle to be airborne for at least ten seconds. Gathering in the air on the way down would always be valid, and it would make the rover designs ever so much more interesting. :D

  11. Ever since updating, Max warp is now stuck at 10k x. Why can't I get 100k x anymore? even if I manually edit the .cfg to maxtimewarp = 8 It won't let me get that high.

    Additionally, Kerbal alarm clock seems to have no trouble dropping from 100k x to 1x in a moment, I'm pretty sure that KCT's warp ramping down is a legacy workaround that's no longer needed, or at least should be optional.

  12. ^^

    Hmmm...Isnt that what THIS probe core is for...????...:

    "the RC-L01 Remote Guidance Unit can serve as a command station, provided a crew of 6 or more kerbals is available to split the jobs of running the ship and monitoring nearby probes. The crew can be anywhere on the ship; it does not have to be in a particular part. The RC-L01 still acts as a probe core and a signal processor, whether or not a crew is on board."

    I believe having a ship with 6 kerbals (min), RC-L01, and appropriate comms, and you have yourself a mobile, on-orbit KSC that can be sent and placed in any planet's/moon's SOI...

    Yeah, that's what I was referring to when I said Remote command station. In a career mode game, this is a part that's right at the end of the tech tree. I suppose it's a reasonable requirement for making a permanent or semi-permanent remote command station, but it's got some really heavy requirements in terms of of manpower, and tech unlocked. Especially if you need to set up a colony to fill the life support reqs of any of the life support mods. It's also a bit much if all you want to do is adjust probe core trajectories within a few km of the main ship. :)

  13. I love to add a few unmanned probes onto long-haul ships. One more lifter with a bunch of probes is a quick mission, but ideally a core be a dual-use, acting like control for a refueling tank launch, then decoupling and joining the outward ship to act like a satellite.

    The major issue with this is that once the probe undocks far off away from Kerbin, lag kicks in and suddenly I can't do anything with that probe in the window between undocking and the light speed delay back to KSC.

    Additionally, with any of the life support mods added, getting a remote command center anywhere is even further of an endgame goal than it is without any kerbal support requirements.

    I'd love to see a compromise between stock unmanned ships being creepy AI driven things, and RT's KSC monopoly on probe control.

    My favored idea would be an option to allow pilot-class kerbals to be severely nerfed remote command stations, able to directly control a probe, but not use the flight computer commands or daisy chain a connection through multiple satellites, and requiring a dish pointed at the target probe. Just enough to let the player drop a probe from flyby to orbit without needing to slow down the mothership or undock the probe much earlier than normal, or use the cheaper deltaV in the probe to perform an intercept docking.

    A probe dying because the command to open the solar panels taking too long to arrive is just embarrassing.;.; (Yes I should've opened them before undocking, duh.)

    Plus, this would give a reason to actually bring pilots along, they barely get any attention once one can SAS with a part instead.

  14. I'd love if this could be expanded to do more than just hide parts. I'd love a UI which made it easy to Tweak things like research and part cost, mass and capacity, thrust and fuel use, m/s and heat limits, and research node. It would make balancing the game between multiple part mods easier, as well as make it much easier to make third-party patches to support part pack x with tech tree y.

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