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Maffif

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Everything posted by Maffif

  1. Hi, I've been following this for a while and am about to give it a try (although my 8gb laptop might not like it). I just want to say that it looks great. I'm currently dithering on whether or not to start a brand new career in KSS_Basic or do an accelerated start like I did the last time I broke a save, but even the kerbol system looks fantastic to explore. I particularly like the addition of tenuous atmospheres for most bodies. I've got a few questions, mostly focused on enjoying this as the authors intended: Is KSS (full) intended for career starts, or mostly late-stage gameplay? (Considering it is set in the future, and most things are incredibly far) Is there a specific modset in mind, as far as balancing goes? (KSPi, general stockalike, Kerbalism or USI, NF suite etc) Is there a good way to mine the incredibly expensive He3? I've been experimenting with FarFuture and KSPI , both of which distribute/have engines fueled by He3 and am struggling to find non-insignificant amounts, even within gas giants. Thanks for authoring such an incredible pack. PS the super short trailers offer Bethesda-levels of hype
  2. I've submitted a PR with a few .cfg's that cover several mods. Hope the values I picked are OK -SSTU -Lynx Utility Rover -Malemute (USI) Rover -Karibou (USI) Rover -FTT (USI)(one part) -Tundra Exploration (one part) Notes: SSTU was almost useless in KH- due to how it handles crew capacity- with huge inflatable HABs granting 0 space. The gravity rings now apply various modifiers, all the various HAB modules have varying amounts of space, and the labs are now proper medbays. I left the shipcore parts alone as they're just command pods/shuttles/etc and the base formula works well enough. "Deluxe Accommodations for 60" is now just that (That part in question is a 50m, 150ton gravity ring). A caveat, the inflatable modules (which require several tons of rocketparts/machinery/etc to deploy) might function prior to inflation; I doubt this is really an issue- anyone going as far as adding a LS mod like this would probably avoid cheating with it. One file adds support to four mods: Lynx Utility, Malemute and Karibou, enabling realistically lengthy rover missions (provided ample gravity). Also includes support for the 20 ton ORCA command bridge from USI/FTT BFR pod from Tundra Exploration (as a huge, 25-ton pod intended for colony ships, this pod has every module except paragravity; actually pretty balanced considering the pod's abysmal crew:weight ratio) I hand-picked values for everything, bearing in mind my own experiences with KH as well as values from stock .cfg's, and taking lore/descriptions into account: Pressurized rover pods function as very weak cupolas, for example- helping any Martian reenactors. SSTU station segments (each modular piece, whether fitness, command or lab, has short term quarters) are cramped and uncomfortable, whereas the heavy, inflatable HAB pods are very roomy. Pods with exercise facilities help to mitigate the effects of microgravity, but far from eliminate them. Rover cabs and station command bridges with lots of TVs grant varying connected bonuses, and Tested in 1.3.1 Below: The colossal station/shipyard I made to test/celebrate writing my first patches https://imgur.com/a/wf4q3
  3. Hi, I wrote a few small patches and will probably do a few more. Right now I've covered- -Tundra BFR command pod is now OP (as it probably ought to be) -Lynx and Karibou rovers can hold kerbals for a long time, while landed on a body with sufficient gravity I don't know if they're balanced the way you'd like, but they are playable and enable more missions. Working on SSTU, maybe OPT and the Mk2-3 expansions among others- Might also work on adding rad shielding to more mod structural parts.
  4. Snooping around in the CFG files, I found talk of 5m parts (Atlas, Minerva etc.) This is particularly exciting; I've been looking for 5m pods for a while to make 5m rocket stacks into custom BFR-style ships, looking forward to seeing them
  5. (TLDR at bottom) Hi- first, this looks excellent. I'm running it alongside snacks (I had been using mks and loving it, but it was becoming a lag party). I found this after looking at nertea's SSPxr and it showed this as a compatible mod (I was looking for something to make the gravity rings worthwhile) and wow, I am blown away by the effort here. I have two questions: 1: Could I request patches for SSTU and/or tundra exploration (or an explanation on how to do it myself)? A number of living-space parts in those and other mods (lynx, Karibou and Malemute rovers for example) have crew cabins that should be good for a year or longer but only last for a month. SSTU has several HAB station parts as well as inflatable HABs and gravity rings, and Tundra has the mighty SpaceX BFR, whose 25 ton command pod should be able to (somehow?) accommodate 10 kerbals for an accelerated (80-200 day) voyage and act as a cupola - most of the parts in both of these are only a fraction as useful as they ought to be (although the living space vs seat patch definitely helped a little) 2: are there any plans to add radiation events such as flares, or static areas like Van Allen belts? Stock/DMagic flavor text (and likeness to Jupiter) suggests Jool should have an extremely strong torus of radiation about as wide as Laythe's orbit (with Laythe's atmosphere acting as a safe haven) whereas other bodies shouldn't TLDR: thanks for the excellent mod. Could there be patches to bring a few more mod habitation parts up to how they're supposed to be, and do you plan on giving Jool a donut of ambient radiation?
  6. @Probus I just updated KSPIe and half my ships now have experimental/unavailable parts; I can see what you mean
  7. @Probus I'll have to go and look if to see if I think the nuclear/thermal jets need moving, but I'm fairly sure some upgrade nodes aren't shown (although I think they may still be functional). More obviously, the pebble bed reactor should be in whatever nuclear power node immediately follows the molten salt reactor; also, the upgrades for the pebble bed are missing or invisible. After some more digging I've found the thermal turbojet closed-cycle/rocket upgrade isn't visible (its node is experimental rocketry, which in ETT is at the very end of the rocket tree- far removed from the rest of the nuclear/thermal power, but I leave that choice up to you; perhaps it should require a great deal of rocketry research to unlock) Again, very much enjoying this tree. I've done an aviation oriented career and haven't touched surface launch rockets in a long time.
  8. I've recently discovered this wonderful tech tree (and it is also the only unmanned-first tree I've been able to find) and been using it in a new career. My favorite parts are how accessible certain technologies are- Rover science, for example, shouldn't logically take a huge amount of research to unlock like in stock/CTT, and the same can be said about many other tech nodes. With that all said, I've found it doesn't play totally well with KSPIe. Many upgrade nodes are missing (All 4 thermal rocket/jets are missing some of their upgrade nodes and don't properly shift to closed-cycle), and the pebble bed is way too far down the tree. These both hamper any career efforts to create functional early-lategame spaceplanes (where normally, spending a few thousand science is rewarded with multimode engines with decent vacuum isp and infinite atmospheric thrust). As it is, only the large TORY and nuclear turbojets have an accessible closed-cycle mode
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