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coyotesfrontier

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Posts posted by coyotesfrontier

  1. Made a comet base:

    l2Dr4yX.png

    Comets are huge, the base is only barely visible in a shot of the entire comet:

    roDIEX9.png

    Also noticed an interesting thing with comets and vessels attached to them: They don't seem to have a load range of 2.3km, instead a much larger range, in order to prevent pop-in given their massive size.

  2. 4 hours ago, kmMango said:

    Perhaps not. Take Two has lost my trust as a consumer. I am still not convinced that KSP 2 will not be a microtransaction-riddled heartless cash grab wearing the skin of one of my favorite games. Until it is released and proven not to be that, I will remain skeptical. I believe many people looking to buy the game will do something similar, so opening day sales and preorders will probably be lower than expected. Regardless, I am going to wait for a Steam sale to pick it up.

    It is sad, really. This was the only thing I was looking forward to this year, and the first game in seven years I considered preordering.

    I highly doubt I'll be that. This isn't EA or Microsoft we're talking about, the worst we'll get is a few cosmetic reskins for multiplayer.

  3. I definitely think more fuels should be added, as long as they are distinct and not over complicated. Nertea's mods are a good example of this, all of the fuels that he adds (argon, lithium, hydrogen, etc) have different use cases so they don't feel pointlessly similar. For example, Argon has less efficiency then Xenon, but is much cheaper and its engines have higher thrust then their Xenon equivalents. Lithium is extremely expensive, is unlocked at the end of the tech tree, and its engines require a ton of electricity to use, but its thrust and efficiency are unmatched. Hydrogen has extremely low density and forces you to place double the tanks then LiquidFuel for the same mass, but the engines that use it have much higher ISP.

    I'm very much in favor of life support, in addition to habitation limits (so you can't stuff a kerbal in a MK1 pod on a 10-year journey), as long as it's possible to make automated resupply missions. Life support shouldn't be that strict by default, you should be able to do missions without sacrificing a ton of your deltaV for life support hardware. In addition, it should be challenging (though not MKS-level hard), to create a self-sufficient base, especially one that produces more life support resources then it consumes.

  4. 4 hours ago, Tokamak said:

    I just recently got back into KSP after quite some time away, and have recently unlocked the big Near Future command pods, and I love them so far. However, I feel as if I might be missing something regarding the Amalthea. In "lander" configuration it appears to have the outer ring of a heat shield, but there is no heat shield part that completes it. You can stick the stock 3.75 shield on there, but it looks kinda goofy. Am I missing a part, or are you just meant to throw the stock shield on there anyway?

    You're intended to use it with ReStock, which adds a black variant to the stock 3.75 shield

  5. 3 hours ago, R-T-B said:

    I know for a fact the new Atlas terrain shader is not footprint friendly, so at least that part will be extremely hard.  It's only on Kerbin now, but will be used on more and more bodies going forward.

    The rest of the Expansion should work though.

    You sure they didn't mean "footprint" as in memory footprint?

  6. 4 hours ago, Warezcrawler said:

    Interesting. It seems that DeployableEngines manipulated the engines, resulting in all the modes being activated. It seems that deployable engines manipulates the engines after my mod have initialized and disabled the engines that are not active.

    It seems from the source code that deployable engines handles stock multimode enignes, but the ones from this mod. 

    From https://github.com/ChrisAdderley/DeployableEngines/blob/master/Source/DeployableEngines/ModuleMultiStateEngine.cs#L40

    
     multiController = this.GetComponent<MultiModeEngine>();

    I first guess would be to get Deployable Engines to recognise the "GTI_MultiModeEngineFX". They are very similar, so I would expect it to be easy enough, when it already handles stock multi mode.

    I'll try to contact @Nertea and see if he's able to add support.

  7. I'm attempting to add alternate modes to KerbalAtomics engines, and there's a persistent issue I'm running into. Essentially, after first starting up an engine, all possible modes are enabled at once, instead of just one:

    xOUQOv3.jpg

    Switching the mode fixes it, but it comes back if you disable and reenable the engine. I'm pretty sure it has to do with DeployableEngines, but I'm not entirely sure.

  8. 3 hours ago, theicon32 said:

    As a dumb newbie to both the game and modding, i'm wondering what happens when you install this before it's been updated. Is it serious, like potenial save-corruption or game breaking? I got the game after the latest update and have been modding like crazy, but the outer planets mod is one of the first I wanted to add. I held off, because this one wasn't updated yet and it is a dependency, and figured I had a heck of a lot to learn before giving it a go anyway. 

    I figure everyone here knows best and so if they aren't comfortable playing with it before its updated, I shouldn't be doing it either. But I'm curious. 

    It intentionally won't let you load.

  9. 10 hours ago, Nertea said:

    Yeah this will need to be the case. I will probably keep the stock balance similar in terms of radiators per ISRU or whatever, but the second you throw my other mods in I'll be doing more exotic things

    Plus, in the near term this will be highly experimental.

    Things are getting close to useable...

    screenshot223.png

    I've never seen that plume before, is this from an existing mod, or is it something new with Waterfall?

  10. 3 hours ago, Nertea said:

    1. I don't like planes anymore, and there's a post somewhere with more complex reasons. I might allow one, but remember I'm making the mod smaller, not bigger. 

    2. It's not feasible to build most of these engines to be small - the energy flux is far too high. In fact, I scaled a lot of them down by a fair bit. The gasdynamic mirror engine, in the older mod, for example, should have been ~100m long, as I recall I made it a maximum of 30m. That'll be going up to about 45m in the new version.

    It's more about the visual design language really. it's nukular, so it get big trefoil!

    With this one, if you can even see the plume, you might be dead!

    screen_1600x1000_2020-05-26_23-42-32.png

     

    Ooo! Nice! Any clues on what kind of engine it is?

    BTW, by atmospheric, I didn't mean a jet engine, I just meant able to be used in-atmosphere.

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