Jump to content

JadeOfMaar

Members
  • Posts

    7,711
  • Joined

  • Last visited

Everything posted by JadeOfMaar

  1. I'm entering the Electrical category starting with 0.625m. There is a surprisingly high number of generator types overall. One of these four is non-nuclear but is as good as as any nuclear reactor and is not a Handwavium at all!
  2. Parachutes are not engines. They explicitly use high drag surface area to function, and they provide stopping force. They don't add to a craft's motion by any means. Robotic props and krakentech props use the relative and actual motion of control surface blades (separate parts) to produce lift. I haven't played enough with those to remember but I believe the plain servos merely consume ElectricCharge and have to be rigged with the KAL. The "rotor engines" I believe will consume LiquidFuel and IntakeAir and immediately respond to throttle, but both will produce spin torque which leads to lift force and don't care about mass flow. None of these use an engine module and really "consume the ambient air" and produce thrust.
  3. It will. ModuleResourceIntake doesn't care about resource placement. It only cares whether Oxygen is enabled on a planet and the resource is defined. The key checkForOxygen = true is what tells the intake to only be usable on the likes of Kerbin and Laythe. It is required. If you understand the use of CRP's IntakeAtm then you understand Classic Stock's Atmosphere. They're exactly the same except for the reason(s) that Classic Stock exists. If you spin a fan by hitting it with your hand or using a pedal system then when it produces wind that's the Atmosphere resource at work. Atmosphere as purely a working fluid: you still have (and feel) the mass flow through the fan but you're not generating that flow by combusting the Oxygen in it. You don't care if there is Oxygen, only that there is mass and pressure (for adequate thrust).
  4. Sorry, no. I haven't played with System Heat and I guess I haven't anticipated this situation.
  5. I have an answer to that. One of these options should suffice or at least give insight. I recommend #2 as it requires the least work. The only thing that can go wrong is if the player doesn't have MM installed and wants to fly on Eve or Duna. But that should be quite unlikely as no good mod works without MM (except maybe MKS). If you're very wary of that edge case then go with #1. Rely on stock IntakeAir by default and assume that most players won't fly where there isn't Oxygen. Include a patch to change to IntakeAtm if CRP is installed, or Atmosphere if ClassicStock is installed. Conditionally define the Atmosphere resource in Buffalo2 ( :NEEDS[!ClassicStockResources] ). The whole resource pack's not installed? Declare just this. If you do code an electric motor then this plugin would need to define a virtual mass for the propellant and keep the amount from never changing. This path is easily how your anti-grav motor works but without bothering to track the CoM. Burial at sea? Your coffins are way too expensive.
  6. In short, yes, all could go. If by some miracle #5 is still working it could stay and get updated configs. MenuScenes is skippable. It lets you customize the main menu screen to be something other than just the 3 kerbals floating in front of the homeworld, or the Mun crash scene. It's supposed to have the option of a green scene like Mun but on Gael, and I've tried adding more bodies to the sky for giggles. It might be unstable. Who knows. MenuButtons lets you customize the clickable texts on the main menu screen. Might require too much effort if you're just into playing the game and having a flashy space program. Navigation -- you should totally drop this one. I've had issues where when SAS is turned on, the SAS on symbol on the navball would tilt over and it's a bit of a bother to make it behave. GPP's skybox (when it works?) is one of Galileo's preferences which is really subdued and you won't see much apart from the black emptiness except (iirc) a yellow galactic plane. This is the one that adds backstory details and roleplay value to kerbals such as what University and major; some quirky fact(s) about them; a status or two. I don't remember that one either. The textures can hang around and be reconfig'd with Texture Replacer. Same as 7, however, I've seen the rise of a good few suit mods lately and I bet most folks would prefer those over GPP's own... benjee10 nailed 7 and 8, and HARD.
  7. They can do as I did (where I created Impulse Party). Per his license: Don't take and edit his textures and models to make things, but you're free (as ever) to make your own parts, your own mod, with dependency on Blueshift's plugin(s). I have ideas brewing for my own Whipcrack (3.75m or otherwise) and new and better looking warp parts. But higher priority is given to several other things already so I can't promise them.
  8. Sorry to be a bother but as @Stone Blue recommended, please comment out or delete the whole block for that module, not just the line for the word MODULE. If a config node (the block) needs to go then please, properly have all of it go. Don't even let the config parser scoop up a chunk of non-config. Any experienced coder (that is, making plugins/dll's or non-KSP software) wouldn't entertain this because if nothing else, it leads to inefficiency, and if it piles up (due to making a habit of it) it will eventually get ugly.
  9. I learned that Enkido's Persistent Thrust is supposed to help with that. It has an in-game window for tracking vessels and lets you switch away from the active vessel and have it persist to thrust. I'd like to see someone take advantage for their cinematic or so forth.
  10. Plot bunnies: *suddenly pour in like when Tribbles flooded the Enterprise*
  11. Warp and Whipcrack are effectively the same...at first. You've boarded a bullet train and it's left the station. But now (how Whipcrack differs): The rail splits 5 ways at some point. The rail switching mechanism is busted and changing randomly, with respect to the sine wave timing. and stopping the train is not an option. Whichever path you take is a shortcut through an express tunnel through a mountain (the wormhole: folding space and piercing through) vs taking the very lengthy scenic route around the mountain (moving/scrolling the universe). You can't see how the terrain is at the other end of the shortcut... A landslide might be waiting for you at the end, or there's a sinkhole in the middle waiting to be sprung by the weight of the train.
  12. KER's RDZV panel provides this, along with text input and closest match as you type.
  13. In practice, BSG's jump style sits somewhere between Whipcrack and Warp in terms of convenience and challenge. But in terms of travel time it rates higher (re: shortening that time) than Warp but still lower than Gates. There are three dimensions to the sine wave mini-game where you can shoot for improved jump performance, and each dimension is tied to one of the stock kerbal traits, making you require a 5-star in all 3 to ensure peak performance. That much is given in the documentation in the Git issue. What's not given, or not well settled yet (it's the kind of thing you as a modmaker won't know the limits or effect of until you actually make it and playtest it) is how your orbital parameters get shuffled and ker-fuffled after a jump. All that's said is seemingly your ship accelerates a bit during jump startup, which adds to the offset of those params. As it so happens I haven't given any consideration to how Whipcrack will decide what the minimum safe orbital altitude is before you place a Whipping Post there. Now that you have me thinking, the jump to a Whipping Post should have your destination's orbital params start with that of the Post or, say, baseline altitude of 5x the body radius (just above Kerbin's geosync altitude). If these are the case then in most cases you shouldn't need to worry about your destination Pe being too low and (as you suggest) you appear inside Eve or the Sun. But for the most part you can absolutely expect that the difference in orbital parameters can possibly cause you to arrive in an absolutely suborbital position and need to fix your orbit and fast. This is where the fierce recommendation of a torch drive mod (or Angel's KFS) comes in. Angel's graphic and that it tells you can jump in REVERSE or get yoinked by a Whipping Post that you're NOT targetting really introduces you to the Curve ball that's going to be thrown at you, lol. About the look ahead... idk. It would be nice to be able to get advance warning that a gravity well near your jump vector could deflect you and where you'll get deflected to, so you know which way not to jump. The prospected output would need to be the predicted arrival parameters. But that's only half the calculation, half the data you want to see. The other half is where you'll actually end up when you factor in the variable of how accurately you fire. Unless your trigger finger is already sharp enough there's a high chance your undesired destination will be far worse than the prediction. Overly easy? I doubt (but not too much. I feel the sentiment). Remember that Blueshift's warp, at least, is still an engineering challenge due to needing 3 or 4 types of parts and really needing to watch your ship's mass in order to have a fast...ish, working warp ship. Blueshift being Blueshift, the Whipcrack will have the same requirements as Warp: Graviolium and ElectroPlasma (and subsequently the things you have to do to generate ElectroPlasma). The requirement on Deut and AM will only happen if players bother him to write FFT compatibility. About the Nova Kirbani problem, these points: If using jump gates causes the bug, try using the stock teleporter's rendezvous function instead. See if the bug still happens. If it does then imo it's not a fault of the FTL plugin. As @kspnerd122 said, crossing an SOI "too fast" (not only via huge orbital velocity but especially with high time warp) can provoke this kind of problem. But..... Try using the stock teleporter instead of the jump gate and rendezvous with the same gate or just get into low orbit of some planet there. If using stock triggers the problem then it's not a fault of the FTL mod. Have you confirmed that the bug occurs with other GU systems? With warp and with the jump gates? The further off the system is, the worse any KSP problem that has to do with interstellar distance. If it only happens with Nova Kirbani then I'd say the bug is the effect of misbehavior of Kopernicus and possibly a config item unique to Nova Kirbani.
  14. I can't say which series, if any. This is likely a case of "any resemblance to X is purely coincidental" because that happens. If you're really hoping for a series to watch, you'll find a strong resemblance in Space Battleship Yamato 2199. The basic wormhole timing scheme and needing a human pilot to pull the trigger are there. But there's nothing like the Whipping Post mechanic. That's straight out of my mind and the cowboy train of thought. The FTL techs are setup in parallel branches on the end of the tech tree. (Like a fork in the (ideally one way) road you pick a path and go down that and call it a day. You don't see humankind mastering more than one FTL tech in a given story.) Warp only has 1 tech node while jump gates and Whipcrack have 2. The more capable, larger drive and the Whipping Post unlock later.
  15. Mini-Mag Orion comes to mind. Its pulse units are very low mass and offer very high impulse. The engine is a magnetic nozzle and uses Z-Pinch to implode the pulse unit, sending the fissile fuel to critical mass. The pulse unit is just a sphere of Curium-245 with a magnetic coil and ultra-light sheets of conductive material connecting the sphere and coil. I would argue that hybrid fission-fusion isn't automatically a precursor to full fusion. Some, if not all fission-fusion drives exist to easily trigger one process by using the other as a jump-starter. In the case of bombs: you're mainly a fission process but you use a fusion bomb to kickstart it. On the other hand: Lithium saltwater is mainly a fusion process but uses neutron bombardment to kick off a fission process which leads into fusion. A stock Mini-Mag produced by "Shake-proof" would be quite appropriate. The agency "earns its name" even more by developing it.
  16. You're seriously making IVAs already? Dude?!
  17. BSG style jump drive is precise (fully automated, usually no chance to miss) and involves a jump calculator which takes time to warm up depending on your vessel's mass, possible interference from a gravity well, and the jump distance. Your orbital parameters at the destination are usually handwaved and your orbit is generally stable and perfectly circular. "Whipcrack" is imprecise (requires the pilot's hand-eye coordination when timping the jump ignition, and hence has a high chance to miss). Accuracy falls as distance increases because the far end of the wormhole used by the jump drive "whips around." Whipcrack's accuracy is (or should be) assisted by your vessel's mass and if you have a "Whipping Post" (a specialized vessel that the "Whip" can possibly "wrap itself around" and be caught) in orbit of the destination celestial, but its cooldown time increases with your vessel's mass. Your destination orbital parameters are -not- handwaved and made perfect so you -must- have some form of torch drive on your jump ship and the skills or separate autopilot to fix your orbit on arrival. "Whipcrack" is a fitting name and mentality when you look at Angel's brand "Wild Blue" on the whole and the Wild West and Mexican themes in several of the existing parts. The difficulties with this jump tech mod exist at least partially because the other two FTL techs have plenty "easy mode" in them, and making this one very easy too would make it redundant after them.
  18. The inline heatsinks and all wrapper radiators (so far) are in-game and functioning.
  19. Between [inside Jool's SOI] and full range, 1 AU is too small of an intermediate range as I suggested earlier. I'd look at 5 ~ 15 AU so you can at least hop between two gas planets when they are near each other. If your suggestion is purely from a "Gradual progression" standpoint then I gotta say I'm against it (as it may be trying to nudge Angel to provide more tech nodes, and that's not happening either). Since you need a 2.5m model, you could ask for a specialty mid-range drive that can go 50 AU at a time (a very capable drive but not interstellar).
  20. Pretty much. Jumps could be perfect only when between a parent planet and its moons. But I wonder for players who might want to go between Jupiter and Saturn (5 AU, but assuming they're lined up). Or in extreme cases, 15 AU max (Jupiter to Saturn is apparently just 5 AU, assuming they're lined up). (I'm not suggesting the jumps remain perfect beyond the moon-hopping scale. That's excessive.)
  21. He already said no to this. It already adds a fair deal of easy mode to the warp drive and can be taken as a crutch that novice pilots lean on and spoil themselves with. The jump gates have this by default and players begged for it with the warp drive. Wouldn't having it in Whipcrack basically make all 3 FTL techs redundant? Whipcrack would boil down to warp without the road trip, which Angel specifically wants to avoid. I'd like to entertain the idea of a 1.25m (not 2.5m) model accompanying the 3.75m. Its accuracy could be higher with less falloff over distance, but it would also have a very limited distance. You don't get to jump further than an equivalent of 2 parent planets with this one for example. This technically introduces and forces a ship design paradigm but so does any mod that introduces a serious gameplay change. Rather than try to build a "smaller" main jump ship, always build your larger ship to be a carrier vessel and have your lesser craft hold two or more 1.25m engines. Think "capital ships and their frigates." For sublight propulsion and OMS you're going to want the anti-grav drive cones from KFS more than ever.
  22. Possible use with Extraplanetary Launchpads... It might be weird as heck to have those out on a very alien environment.
  23. Ah. In that case, yes. There's probably an altitude limit of roughly that much.
  24. Atmosphere resources can be detected from any altitude within a body's SOI. I never set an altitude limit, and Spectroscopy also practically knows no limit. Exosphere resources, however, will only show non-zero if you're within their bands.
×
×
  • Create New...