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KSP2 Release Notes
Everything posted by Nebbie
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Parts looking for love
Nebbie replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
I think rover wheels are fine right now. Landing legs however are garbage in how they work, not really in how they look. I would like to note, though, that the title screen's crashed spacecraft at this point only has its landing legs as non-obsoleted parts. Mainsail and Twin Boar need a rebalancing and variants and a new look. Skipper just needs a new look and variants. Cargo bays absolutely need a new look, but I kind of like the doors that swing out, but maybe a variant switch could make them slide instead for less silliness. -
Aerodynamic parts in general seem overcosted for glorified pieces of metal. I think also that a lot of engines are too cheap. If both of these were fixed, it would make reusability far more sensible by adding cheap control components and fuel to recover expensive engines. I think the problem is the devs saw Mk2 as double Mk1, so it's twice the capacity/mass, but more than twice the volume. It'd make more sense being twice the mass, but with capacity scaling to volume. The pods have a different scaling issue where mass increases about linearly with volume, but capacity doesn't quite keep up. There's certainly reason to use the bigger ones (like impact tolerance...though 45m/s is absurd), but it would be nice if they got a tiny mass trimming or possibly more of their mass devoted to monoprop storage.
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No reason it shouldn't. Also, autostrutting (enable advanced tweakables in settings) pretty much makes it unnecessary ever since 1.2.
- 208 replies
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- luna
- multiplayer
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Yeah, this one was tricky because it takes like 2 minutes to show up, but after some more testing, it just happened with only EVE, but only for a few minutes... could it be related to texture loading behavior? It seems to not stop with SVE high res textures installed.
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In 1.6 on Linux, I'm seeing some erratic memory leaking that this mod may be partially to blame for; 100kB/s of memory usage increase is not really normal. It's very odd, though, as Scatterer alone seems to eat memory in chunks of a few MB every minute, and it can take a while for the leaking to begin, so I'm not sure yet if this is causing its own memory leak or just exacerbating Scatterer's.
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Hmm, from a purely game perspective, ignoring the historical analogues and such, my issue for the rebalance is with the Mastodon. It looks okay in terms of cost/kN, but I think that's a trap because the Twin Boar has an absolutely absurd thrust for a 2.5m engine and is consequently near the low end of cost/kN. The Mainsail meanwhile is pushing 8.67 cost/kN, creating a really striking difference between a low-tech, shoddy, super expensive engine and a cheap high-tech beast (Mastodon's thrust may be low, but with less mass and more Isp, it's just crazy). I don't think currently the Mainsail fits in any niche. Hopefully it gets a rebalance next update. Now, from a historical perspective...the Mastodon being too low in thrust to lift a fully-fueled Saturn V replica is just wrong. It makes no sense it has less thrust than the Mainsail. All in all, I would hope the Mainsail gets mass & cost lowered while the Mastodon gets thrust & cost raised.
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
Nebbie replied to Theysen's topic in KSP1 Mod Releases
Doing some missions with RO would be pretty nice; I had an idea a while back to make a Columbia rescue mission, but designing space shuttles that look and fly even sort of realistically in stock is absolutely painful. Really, the DLC engines and such are no great loss (aside of the Cheetah and Mastodon, they're really ugly, as they carry that uncanny quality of KSP's painted-terracotta-like textures, just in higher resolution and with grey-colored bits protruding everywhere), but certain features are great, and so are engine plates (is there a mod that adds these to the base game?) I do think little of value is lost skipping 1.5.1. The only change that really matters is deployables being stronger while undeployed (no more shattering solar panels just because the fairing brushed them). Most of the changes were visual updates (peanuts if you're running RO) and a few of the more notably shiny ones didn't even shine outside the VAB until 1.6! That said, with how little the changes touched actual mechanics, it's worrying that mods have taken this long to update, as it suggests a serious lack of maintenance.- 2,213 replies
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- realism overhaul
- ro
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I use Google Drive; the mission zips are rather small, so Dropbox is another free option. As for how to export the zips, you have to open the briefing from the editor, export's in the bottom-left corner. From what I can tell, the way nodes in missions work is there's a current node and every node linked out from it, plus all catch-all nodes, are constantly checked for their condition being true (for many nodes like display message, it's always true). Once one of those node's condition is met, it fires and replaces the current node. This means missions are mostly linear with some branching possible. Loops should also be possible. The major restriction from this is that there's no memory/backtracking, so catch-all nodes can't just lead down a path that does something and then you return to the main events, they must either end things or lead back to some specific part of the main events. You can probably do some clever stuff to make up for this shortcoming. Consider a murder investigation story in which the action of entering a specific pod from a set of three proceeds with an investigation into the person associated with the pod. You could "remember" which paths were dead ends by blowing up the pod for them before returning to the pod-selection node.
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This is a simple mission designed around doing a free-return trajectory with the Mun, with a few tips to guide them along. See if you can get to low Mun space and low Kerbin space with no maneuvers from when you reach the Mun's SOI onwards! I suspect there's something wrong with the mission logic somewhere, but I figure that it'll only be discovered by getting it out and tested. Download link For those having trouble with maneuver placement etc., here is a hint at what a good free-return node looks like: https://imgur.com/uGcr9QC
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Well, the default planet configs are only set to being compatible with up to 1.3.9 (and no other configs are listed as compatible with 1.4), so CKAN must just skip asking you to select configs when none are available. Most separated-out configs set it to All Versions, probably for this reason.