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Everything posted by Jimbodiah
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
Haha, thanks!!!!!! -
How about making it look like a Star Gate It pretty much does exactly that from the movie/series
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Just wanted to say thank you to Squad for the work they put into 1.2, hats off!!! I've been critical about the game in the past, but in this latest release a lot of features that were requested in the past have finally be added, alongside many improvements. The extra categories is a god-send for people using a lot of mods, and Squad finally (!) added KJR functionality to greatly improve the wet noodle joints, plus the hyper-edit features. So after some yapping and moaning I think it is also time I say thank you to squad for their efforts! You made the greatest game on the planet even greater!!!!
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Just downloaded the github version and will test it out. Can/will you include the sciencebox functionality in one of the parts? I made a mk12 radial parachute into one (took out chutes) as it is smaller and will attach radially to my ships, but a dedicated part would be cooler.
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
click to enlarge First mission returning from a fly-by to the Moon in RSS. -
@CSE Thrust and ISP on stock parts will indeed not work for RSS, but the they will do fine up to about 1/2RSS without patching (and being a challenge) while using mods with decent engines like SSTU. Longer tanks mean they will have the needed dV and look more realistic at the same time (no longer short and stubby). Right now I have engine patches for 3.2x, 1/2RSS and RSS, plus used to have one for 6.4x, not to mention the patching needed for Kopernikus, Scatterer, SVE/RVE for all these scales (thankfully made by dedicated modders). Using a single system where mods like scatterer, EVE/RVE etc could focus on a single system scale would be more fruitful (less people needing to change their scales mod packs on every single update), only needing a small patch for thrust/ISP to match stock parts to a 4x or larger system (gravity). You could even make a mod that scales these automatically when changing the gravity slider if this variable is available. @Ralathon Actuall the ISP scale I use is 1.7x (thrust 2.0x) which for me is plenty for RSS. This has my SSTU engines behaving realistically on rockets like Delta IV Heavy etc when scaled to look like real world proportions. But yeah, patching isp/thrust is quite simple, changing all the visual mods to follow scale less so. My entire RSS patch (Not RO!!! They wiould have a hissy-fit, or worse). // RSS @PART[*]:HAS[@MODULE[ModuleEngines*]]:NEEDS[RealSolarSystem]:AFTER[SSTU] { @MODULE[ModuleEngines*] { @maxThrust *= 2.0 @atmosphereCurve { @key[1, ] *= 1.7 @key,1[1, ] *= 1.7 @key,2[1, ] *= 1.7 } } }
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It would certainly save a lot of configuring mods like RVE/Scatterer/Kopernicus for different scale systems. RSS could be made the standard with visual mods focussing on one system and people just tweaking gravity to what they like, even increase during gameplay to increase the challenge.
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
Thanks! -
Why not just do them all at once? @PART[*]:HAS[ModuleScienceExperiment] { @MODULE[ModuleScienceExperiment] { @xmitDataScalar = 1.0 } }
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No doubt a patch can do this for all parts already containing ModuleScienceContainer, even I can make one so it can't be all that hard @PART[*]:HAS[@MODULE[ModuleScienceContainer]] { %canBeTransferredToInVessel = True %canTransferInVessel = True %showStatus = True }
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Science is just data on a hard-drive, one size fits all. I don't see the benefit of this part, as any command pod can already do the same. Maybe it works on probe cores too, to allow multiple experiments without the need of a scientist?
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
click to enlarge Earth Station 1 close-up. Xenon tanks in the truss and orange Liquid Hydrygen tanks on the outer trusses for refueling the interplanetary shuttles. The inner section has four crew quarters, a science lab at the bottom and a command bridge on the top so they can keep an eye out on Jeb as he docks (we all know what he is capable of!). -
[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Jimbodiah replied to sDaZe's topic in KSP1 Mod Development
Relax. A lot of work has to be done by all the modders to get everything back up and running. It always takes about a month for the dust to settle.- 2,401 replies
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[WIP] [1.2.1] [2.0.4] Stock Size Real Solar System
Jimbodiah replied to sDaZe's topic in KSP1 Mod Development
Did you make a fresh install instead of an update?- 2,401 replies
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Jimbodiah's explorations (pic of the day)
Jimbodiah replied to Jimbodiah's topic in KSP1 The Spacecraft Exchange
click to enlarge Visiting Io.