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KSP2 Release Notes
Posts posted by coyotesfrontier
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2 hours ago, Nertea said:
Do you mean it is set to 285, or that 285 science is added? I see something that could cause the latter, but not the former (loading seems to 'rediscover' all the bands again, total science in the default discovered bands is 285).
Ah, it's added, not set
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This is a really bizarre bug that I've narrowed down to SpaceDust: Every time I load a save, 285 science is added. Tested in 1.10.1 with no other mods then B9PartSwitch (and both DLCs).
Log File:
ConfigSHA:
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@Gameslinx
Have you ever thought about creating a system for medium sized surface features (bigger then what Parallax handles, smaller then what PQS can do)? Ground scatter can sort of accomplish this, but it's still very limited.
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3 hours ago, Wilhelm Kerman said:
Also, are these engines meant to be for interstellar missions? The beam core antimatter engine has an ISP of half the KSPIE Daedalus even though in real life it has one of around 10 million according to Atomic Rockets. If they are meant to be for going interstellar then it is really annoying having to stack so many small fuel tanks on one ship which increases part count drastically and lag. Would you ever consider making larger tanks?
It's kind of perplexing because Nertea doesn't use planet mods, and these engines are massive overkill in the stock system. Maybe he just likes going fast?
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If this succeeds, will it be the first return of moon rocks since Apollo 17?
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3 hours ago, darthgently said:
Or a more expensive version of the same reactor that has built in capacitors to handle big instantaneous loads. My question would be is how fast can a fission reactor really "throttle"? I think it may be on the order of minutes if not hours, not sure though
That sounds unnecessarily complex. When I mentioned a manual override, I didn't mean the reactor would have an instant response, I meant that the reactor would slowly warm up to the chosen setting (like a manual version of what it does automatically).
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9 hours ago, Nertea said:
Hmm going to have to find a solution to that, I hadn't thought of it. Embarrassing.
A manual override for the automatic power scaling would be a good solution, imo.
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Some thoughts on balance:
The Ouroboros just sucks, it only has 500 more ISP then its fission counterpart, the Deliverance, while being twice as expensive, producing less thrust, and being unlocked at the very end of the tech tree.
I'm less certain about the following thoughts, but I figured I'd mention them:
Fresnel is outclassed by the Hammertong (which is unlocked earlier), though its thrust in LH2 mode is better then the Hammertong so it does have one advantage
Verne is unlocked in the same node as the Liberator and Emancipator, yet is just so much better than them. It does cost a ton more though.
FFREs have a bit too much ISP, imo.
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Really enjoying it so far, more screenshots are on the way.
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3 hours ago, Souptime said:
What about when they get hard removed?
You can always copy the hard removed parts from the old versions to the new ones, you just aren't allowed to share it with other people.
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@Gameslinx I hope you get well soon! When I had coronavirus, I had shortness of breath for a day, then nothing for a few days, then awful vomiting and nausea for the next week. I hope you aren't affected as bad as I was.
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If Eve's oceans are mode of rocket fuel, I can't see why the atmosphere might not have some. Also, having antimatter around Kerbin would be overpowered no matter how rare it is, giving it to Moho or low solar orbit might be a good idea.
You could also replace LqdMethane with Carbon Dioxide as an extractable resource to Duna, which can then be broken into Oxidizer and/or combined with an onboard supply of LqdHydrogen to make LqdMethane. This would make a "Mars Direct"-style mission possible as well as add realism.
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I agree with what everyone else is saying about metallic hydrogen. Such a blatantly unrealistic fuel shouldn't be in a game that claims to possess "hard science". @Nate Simpson. I would recommend advanced Nuclear-Thermal designs as a replacement, as they seem to fit the performance envelope that the MH engines seem to be targeting (1000-4000isp, high thrust).
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11 hours ago, tater said:
Hearing Elon speak is so painful lol.
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I mean, I'd still be mortal, biologically immortality only means I don't age. I don't really think my worldview would change, I'm only 18 and have so much ahead of me. Receiving immortality wouldn't change how I'd think about my life that much, people my age already feel like they have plenty of time after all. Getting to see how humanity progresses would be nice, but I'll have to see my friends and younger brother age and die. Overall It'd be a mixed bag.
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Let's say you're a mad scientist and decide to teleport yourself to your friend's house. Unfortunately, you mistype the coordinates and teleport yourself 500 feet under into the rock below. Obviously you die, but what else happens? The atoms now overlap each other with a degree of offset, do they push each other away and slightly deform the rock around the overlap, does it result in a nuclear reaction, or something else entirely?
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In stock KSP, as physics warp works by speeding everything up, propellers go crazy as they are already spinning at the unity rotation limit. Making a plugin that would fix this would require the propeller parts to have special exceptions during warp, which would be very tricky to implement. I'm sure it can be done though, is any modder willing to take up the challenge? An easy way might be to give the propellers a mode to create force while stationary, simulating their action when rotating, while allowing use in warp.
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11 hours ago, Knight of St John said:
Why isn't there a config file for the stock engines? And yes, I am aware that there is a config file for the restock mod, which are the stock engines, but retextured. This mod is great, however since apparently some of the colliders and drag cubes / aerodynamics differ from the stock models, it can not be considered stock. This stops many players from using the Restock mod, or Waterfall. I'm sort of looking for a way to use the beautiful engine plumes of this mod, but without messing with the stock models.
There's only an extremely small difference between stock and ReStock, I bet that the physics inaccuracies caused by differing performance between machines causes more of a difference. Your loss I guess.
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I was researching theories of everything, and came across this: https://arxiv.org/abs/physics/0602047
Is it all pseudoscience or is this actually viable?
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I feel like the propellant should be denser than LFO to give it a distinct role, with the engines having less ISP than LFO ones to balance it out, and make an IRL-like density/performance continuum with LFO, LCH4/O, and LH2/O. Unfortunately, LFO is already denser than any real life propellant, so you'd have to create a new resource rather than use one from CRP.
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I was reading up on Blindsight by Peter Watts, and in it there exists an extinct subspecies of humanity, known as the Vampires. Having evolved to prey on humans, there are able to produce sounds and behave in such a way that is completely terrifying to humans, and humanity is completely unable to defend themselves once they are revived.
This got me thinking. What's stopping an AI from, say, mimicking the voices and personalities of the dead relatives of those fighting against it, and easily manipulating them into their own demise? Such an attack would completely destroy them mentally and leave them completely unable to fight back. Even more fundamentally, knowing how composers of horror films are able to make simple sounds that strike fear into the audience, an AI could formulate sounds designed to instantly paralyze those listening in fear. Moving away from auditory stimulus, the AI could produce images of the loved ones of the fighters being tortured, indistinguishable from the real thing, or simply produce intrinsically horrifying imagery like a typical jumpscare in a horror film. What would be an effective defense against something like this?
Happy early Halloween I guess.
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Ever since I first installed the game in 2014, I've wanted to do a Duna mission in science or career mode. I always restarted before doing it, but this install seems to be keeping my attention a lot longer. I've already done a landing on Asclepius (a modded planet between Kerbin and Duna's orbits), and flybys of Eve and Duna. All I have left to do is refuel the interplanetary vessel and attach a lander, but that will still be a week or two of work.
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Yeah, if we really can't use nuclear, electrolysis is our only other option. Batteries can't last long enough, and the "Sisyphus Option" of using lifted rocks to store energy is ridiculous.
[1.3.1 - 1.12.x] Outer Planets Mod [v2.2.11] [31st Aug 2024]
in KSP1 Mod Releases
Posted
@Poodmund have you ever thought about adding a steep texture to the bodies' surface? It would be very easy to do and look so much better.