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Suedocode

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Everything posted by Suedocode

  1. My biggest general complaint about RT and most (maybe only?) favorite feature of CommNet is that I don't need a billion dishes pointing every which way to target different things. Other than that, RT is still superior in my opinion. I would only request that in the subsequent release that makes CommNet the backbone of RT, could there be an option to set dishes to send/receive signals rather than specifically pointing them every which way? I think it's a bit silly to send relays that have a specific dish for each specific moon (draining copious amounts of power for no reason) when the same thing could be achieved by pointing a single dish at the current POI, and then pointing a second dish back at Kerbin or whatever node leads back to Kerbin. This would allow for relay networks to only require 2 dishes (1 big back to Kerbin or another node, one 1 small to communicate with the local system). As a result, you could use the CommNet's Relay vs Direct distinction, and then put another layer on top of that which is Relay-Send and Relay-receive. Would this not be a more realistic representation of what a relay satellite would look like?
  2. The problem with interplanetary is that I feel guilty time warping without having other things queued. I play with Kerbal Construction Time and Tourism Plus. I always make sure there's some contracted mission (usually tourist related) that's being prepared to farm money for upgrades. As a result, interplanetary missions take a very long time to happen since my time warps are in very small bursts at low multiples (relative to interplanetary time-warps). RemoteTech and USI-LS also slow things down on top of that.
  3. Is there a place to view that online, or do I need to wait to go home and pick through the KSP directory to find it?
  4. The kerbal wiki gives drag coefficients for certain parts, but I'm not sure if I am interpreting them correctly. Is there a difference in these two configurations in terms of drag? (pointy end pointing forward in both examples) http://wiki.kerbalspaceprogram.com/wiki/Mk2_to_1.25m_Adapter_Long http://wiki.kerbalspaceprogram.com/wiki/Mk2_to_1.25m_Adapter + http://wiki.kerbalspaceprogram.com/wiki/Mk2_Rocket_Fuel_Fuselage_Short How about this: http://wiki.kerbalspaceprogram.com/wiki/Mk2_Rocket_Fuel_Fuselage http://wiki.kerbalspaceprogram.com/wiki/Mk2_Rocket_Fuel_Fuselage_Short + http://wiki.kerbalspaceprogram.com/wiki/Mk2_Rocket_Fuel_Fuselage_Short
  5. Are there any mods that adjust the power consumption of science transmission based on distance from Kerbin or (in the case of RT and 1.2's CommNet) the nearest relay? It's always annoyed me that rovers and probes need so much battery power to transmit data (especially from the grav sensor thing) when there's almost always a communication satellite relay nearby that should be doing the heavy lifting.
  6. But does the rover have to be landed? Can you elaborate on that one? I can't have my rover drive across to the other side of a planet in the background?
  7. Do scientific achievements also sync? If I turn in science from the Mun's north pole, will the rest of my group be unable to replicate that experiment?
  8. Will this be updated to include 1.2 CommNet relay information? I think it just needs another set or section of antennas in the drop down for the relays. It doesn't have to be a different set, but I don't know if you'd want to separate out CommNet vs RemoteTech antenna types for organization.
  9. @Probus Your tree looks amazing and I can't wait to get home and try it. I noticed that there might be some stuff missing in the list on the main forum page, like USI Kolonization. After reading through the whole thing, I found: Yes. Both of them were in there ages ago. I have not updated them in a while. I will give them a quick pass and see what needs to be done to get them up to date. However USI Kolonization does not show up in the master list. Is there a list more up-to-date that I should refer to instead? (I haven't checked what CKAN suggests. Perhaps that would be a better list since it is read directly from your mod) EDIT: Formatting is way too hard, but the inner quote should say " On 2/8/2016 at 4:06 AM, Adik3714 said: ". I'm not even sure why that got messed up...
  10. I dug through ETT's forum and found this quote. Looks like I can include CTT specifically for USI Kolonization nodes. I may need to get a few more mods with science opportunities to unlock everything though... Yes. They show up in their stock or CTT nodes. Can be a bit odd depending on the node. It looks like DMP still doesn't allow science sharing though, so this will probably end up being pretty difficult...
  11. Another mod suggestion request... A couple of friends and I just bought KSP, and we are absolutely loving it. We played with some mods, and it was awesome. Then we discovered CKAN, and it was amazing. Now we read about DMP, and we are all very interested. Most of my mods are QoL (Kerbel Engineer Redux, BetterBurnTime) and graphics (SVE, scatter), but only a few actual gameplay additions (SCANsat, KSPX). We are trying to decide on a good modpack for our multiplayer server that will keep us busy for a while, but it's hard to figure out which mods are themed together, and which mods are even compatible together. I've read a couple forum posts (1, 2), but their requests seem a bit more tame than what we're looking for. Here's a list of some stuff we are requesting: Deep and wide tech tree Reasonable and balanced science opportunities to fill out the tree Kerbal life-support mechanics Space Stations Resource management Lots of places to explore We have pretty much decided on using Engineering Tech Tree (ETT) over Community Tech Tree (CTT) solely because it looks way bigger, complex, and has a much larger supported mods list on the forum page. Here are the gameplay mods that we've selected based on theme, ETT support, and 1.1 support (it's a subset of ETT's list, and does not include QoL like KER). We want to stick to the Kerbal theme, so no NASA or too-much-realism stuff. Behemoth Aerospace Engineering DMagic Orbital Science FireSpitter KWRocketry ScanSat Universal Storage USI Life Support Lithobrake Exploration Technologies KSP Interstellar Extended (not on CKAN?) So the incessant questions that I'm sure the forums have answered multiple times, but hopefully this is a bit different since it is DMP, ETT, and 1.1 centric. What happens if we include mods that are not on the ETT supported mods list? Are they just not included in the nodes, and thus unattainable? I can't find any 1.1 Station mods on the ETT list. I was verifying 1.1 compatibility with CKAN, but it turns out CKAN doesn't necessarily have all the up-to-date mods like KSP-IE. As such, I may have missed some. Similar to (1), USI Life Support looks great, but will ETT let me include USI Kolonization as well? I haven't gotten past 100 science nodes in vanilla yet, so excuse the ignorance. Is Kethane the only way to get resource management stuff, or is that additions to the vanilla game? While Kethane is on ETT's list, it doesn't look like it's updated to 1.1 yet. RemoteTech was a bit hardcore sounding for me (namely communication delays). Is there a softcore version that requires the network, but nixes the comm delay? Are there any more technology mods I should grab to compliment KSP-IE's deep space exploration? Finally, and most importantly: Is DMP okay with all of this? I think I remember reading some stuff about warp rules and other syncing behavior. Is DMP a headless server/client setup? Can I run it on a minimal Azure server, or does it need to be a decent computer? Is it actually computing any physics, or just handling network syncs?
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