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MaximumThrust

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Everything posted by MaximumThrust

  1. If the updates are mostly discounted versions of things mods did for years, just to cause trouble for the mods, for sure. I played (and played a lot) the first time in the 0.anything, and a little in the 1.0 (when then introduced ISRU, IIRC). Came back in the 1.3, didn't see nothing interesting, if weren't for mods, it would be uninstalled. For what I saw, I think would be totally fine if it stopped in the 1.2 version. Totally disagree. My list of very import mods that should be stock are widely shared, I see them cited a lot in any topic about best mods, or mods that should be stock. Infernal Robotics and Ven's Revamp are example of mods that didn't got an official update in a year or more, and are import to me. Something totally expected, because it's my post, about my opinion and what I think - something you don't see to deal very well. Not really:
  2. I friend told me in 2015 or so, "look at this new indie game, you can go to space and do missions". I imagined something exactly like this: Which didn't catch my attention. Then he sent me a video from youtubers from my country, playing it without a clue of what they were doing, trying to save Jebediah, which got stuck in orbit in a previous video. It was instant love.
  3. I first played the game in the 0.anything era, and a little in the 1.0. When I came back, it was in the 1.3 version, so I started with it. Only updated to the 1.3.1 because of a updated of KBPS that wasn't compatible with the 1.3. I still use some very important mods from 1.2, like Ven's Revamp or Infernal Robotics. I already expressed my opinion about the 1.4 update here: https://forum.kerbalspaceprogram.com/index.php?/topic/171924-anyone-mad-about-mods-keeping-up-with-latest-updates/&tab=comments#comment-3315585 I'll probably keep the 1.3.1 for a loooong time.
  4. No, I'm immensely grateful to the modders. I think they work is far better than the stock game, and it's the only reason I still play the game. KSP for me now it's only a base to apply the mods. I didn't see almost nothing good or really worth in this update, and it will bring a lot of trouble to update/organize all the mods and revert some unwanted changes to the Squad folder, so I'll keep the 1.3.1 for an indefinite amount of time. What can make me "mad" it's the fact that now most updates from mods, and new mods, will be from the 1.4 version, and may not work properly in the 1.3.1 anymore. For example, I would be extremely mad if "Stockalike Station Parts Redux" was being release now, and only for 1.4. I still use some very important mods from 1.2 version that didn't get an official update (like Ven's Revamp or Infernal Robotics), and know a lot of people that still uses 1.2 KSP, and even some few mods that officially support it. For me, the game should only update if would add something really meaningful or important, like an engine that didn't load everything into RAM at each startup, or a system to deal better with ship with huge parts count. Anything less than that I would probably be: meh, a mod did that much better, 2-3 years ago. I think some people overrate things just because they are stock, and ignore much better content just because they are from mods. I like Skyrim as an example, it simple stopped updating. It's one of the games with most bugs ever, but nearly everything got fixed by the community, and we have a huge database of compatible mods. I can download a very old and forgotten mod from ages ago, and it will work and be compatible with recent ones. I really prefer that way.
  5. They have less thrust and higher efficiency. You'll get a weaker engine that burn longer, that can be useful in many situations/designs. In my opinion, the vacuum ones fills up a great void the stock game have. In the stock game I almost never used the vacuum engines. They have a thrust too low to put things in orbit with good payloads, and once you are in stable orbit, the nuclear engines are overkill. The vacuum engines in this mod are a mid-ground between the combustion and the nuclear ones. They can offer real advantages over the nuclear ones, making the design choices more dynamic and interesting.
  6. First of all, it dependents of what you are building. If it's a lander or rover, its good to have the CoM very low. If it's a rocket, it's good to have the CoM low, but not very far from the middle, to provide lever for the gimbals to pitch and yaw. I guess this is the info you saw somewhere. If it's a reentry vehicle, the CoM needs to be near to the side you want to point prograde. If it's an plane/spaceplace, it needs to be in-front of the center of lift. In KSP having the two at the exactly same point also works for me. The CoT needs to be in-line with the CoM in almost every situation. Small misalignments can pass using reaction wheels, surface controls, RCS or gimbal (although the last one isn't reliable with the in-game/mod stabilization tools). If you are dealing with RCS, the CoT they produce should be inline with the CoM for you be able to translate (move to the sides, and front-back) without rotating, and away from the CoM to have a better lever to pitch, yaw and roll. I think the only exception for CoT (from main engines) and CoM to be aligned is for planes, you can have the CoT pointing a little below the CoM, which will make the craft pitch up. If you have straight wings, pitching up will be necessary to keep altitude. Also helps with design, you can put the engines bellow the wings. A VTOL plane I did using this, it flies very well: Planes like this (with engines above the wings) have to tilt them up, to avoid making the engines force the nose down: Like @funk said, the RCS Aid mod is fantastic. Have so many useful options that I would need to keeping writing a lot to describe them all. An orbital shuttle I did using it: The yellow marker is the wet CoM (all the tanks filled), and the red one is the dry CoM (all tanks empty). Since they are in the same spot, my RCS will behave the same way all the time. In the picture it's simulating an lateral move to the right. Since the CoT from the RCS and the CoM are aligned, I get almost no rotation torque (0.01 kNm) when doing this. If they weren't aligned, I would get an red arrow showing the direction and force of this rotation, and the torque value. You can also do this for other directions, main engines and parachutes. It's amazing.
  7. Thanks! I tried something like that without success, but I probably did something wrong, will try again. One more question, do you think is worth doing that? I'll be able to correctly adjust the value with the bar with increments smaller than 1%? I totally accept a no as an answer
  8. Could you be more specific? If you mean the green bar that goes in increments of 1%, that's what I'm talking about.
  9. A question much easier to answer than "why vital functions were not added to the game after 6 years?!" There's a pretty good list of mods/functions that more of 90% of the players would approve if them become stock. There's someone opposed to KAC being stock? Was expecting that every tank would get that, and that would be a lot of good textures. But only a few parts got that, with few pretty lame textures. The icon in the parts just screams "look, this is something that was not properly finished".
  10. I think people are getting happy with crumbles. I ask for an engine that not load everything into RAM at each startup and a system to deal with ships with huge parts counts, like an auto-welder. Not things someone needs to tell me it's there to be perceived. I don't use struts (because of a mod), but if I used, there a great collection of mods that make this function pretty irrelevant. What gates will open? If you are referring to the texture switch, that already exists from ages and also changes the resources from the parts (something I don't know if the stock system do). About the "quality" of the stock textures, I simple replaced most of them with Ven's Stock Revamp or pruned the part (excluded from the game), using parts of another level of quality in the place, that's how much I like them. The only reason I still have KSP installed is because of the mods, and some crucial mods I use are from 1.2 and happens to still function. Others don't. Ven's Stock Revamp, for example, got it last official update more than a year ago. For me this update is just trouble to keep the mods updated and compatible.
  11. I stopped using CKAN some time ago, prefer to do everything manually (it's a lot easier and organized than it may sound). IIRC, CKAN uses Spacedock as Database for the Downloads. There KPBS 1.5.10 is still marked for 1.3.1, so it could be applying the 1.4 version in your 1.3.1 install, and causing problems. Also Space Dock is not displaying the alert that 1.3.1 mods are not compatible with the last version of the game, so it probably didn't update to consider 1.4 the last version.
  12. Totally agree. In my humble opinion, the final bug fixes should be compatible with 1.3.1. Can't complain about new parts or features being only for 1.4+
  13. I may sound grump, but sorry, I didn't see anything worth the trouble of dealing with the updates and incompatibilities with mods this will cause. Mods are now in another level of quality than the stock game. I think updates should be more meaningful, and just add the mods as stock. Or be like addons/DLCs, that do not interfere with the base game. I like Skyrim as an example, it just stopped updating, which allowed a very solid and inter-compatible mod database to form in some years, and almost all the trillion bugs to be fixed by the community. An "Special Edition" got released, but its less used than the original one. About the features: Got extremely disappointed with the stock texture changer and the new parts. Don't know if this will be helpful for modders, because many textures changers also needs to change the resources of the part. The button to change between the VAB and SPH are nice, but I would use it very few times. Can live without. The parachutes are cool, despite the looks of the bag didn't fit the modern space suit. But I only use to have some fun, not in a career game-play. I can do that in a secondary install (and probably won't). Will keep my 1.3.1 install, and maybe in some months will update to get the new versions of the mods that probably won't be compatible with 1.3.1 anymore. If you think otherwise, I respect that and hope you enjoy the game and the new DLC But I think this things need to be said.
  14. Please make that update compatible with 1.3.1 It's the only mod I'm waiting for an update, and don't plan to go to 1.4 anytime soon.
  15. Just passing to say how amazing Near Future Spacecraft is, a mod that took me a while to understand it's uses. Did this monoprop-only orbital shuttle for Kerbin's SOI using almost only parts from it, and the container for supplies from SSPXr. The center of mass never changes, and it have the same RCS power in all directions, with good lever for pitch and yaw. Finally found some use to that 3-way port. It have TWR of 0.45, almost 4,000 m/s of dV and holds 4 kerbals with supplies for 25 days (USI-LS). The compact form and lack of solar panels helps to maneuver around other ships/stations. Thanks for the mod!
  16. Many thanks. I got contracts for Mun and Minmus, and thought that Kerbin didn't have any (which made me sad). Why not simple make the "minCoverage = -1.0" default? Also, would be nice to include Tweakscale for the scanners in the same manner DMagic's Orbital Science (smaller parts are more expensive). I did a patch for myself, but I think many people miss that.
  17. I was expecting something huge, complex and with a 30 day trial. Got a free .rar with less than 400 kb, that saves the archives faster than photoshop
  18. Is possible to select with more precision or type the size I want, to get round number of resources? Like when I'm scaling a tank, and it gets 117.8 or 120.9 units, and I wanted a size that gives exactly 120 units. I use MFT but some mods are not compatible. Thanks!
  19. I use USI-LS and wanted an option for the containers to hold an equal amount of Mulch and Supplies, without removing the original option (96% Supplies, 4% Mulch). I simple added this to the SSPXR-Containers-Switches.cfg: And this to the SSPXR-B9TankTypes.cfg: It seems to have worked, I did this right/the best way possible? Thanks.
  20. No, everything I saw was the opposite, .png to .dds, and the different types of .dds. No, it had gone extremely well. Don't know why you thought that. My load time greatly improved and the reduction in quality is barely noticeable for me when going from 4096 to 2048, which reduces the size by around 75%. The program handles perfectly which textures gets DXT5 and the ones that can get DXT1, and the mipmaps stuff. Sorry, but I don't see any reason to not do this, I'm much happier with my KSP install now.
  21. I thought I'd never use this tri-coupler part. But it ended being the core of one of my best SSTOs. It's the Mk2 fuselage rescaled to 2.5m:
  22. Starlight. Very similar to the Kraken Star, but using multi-mode jet engines. Can take twice the weight (20 ton) with 50% more payload bay space. These engines are very overpowered in KSP This one is more based in the Stock Mk2 (rescaled to 2.5m) and Mk2 Expansion, but the wings are from OPT. Can take 30 ton. Easily one of the best SSTOs I ever did (easy to use, reliable and good looking). It's called Serpent:
  23. I know that felling. In my early days I didn't used any mod, I simple spammed the rockets with reaction wheels until they point where I wanted.
  24. Yes, they are very useful indeed. I'm using one from QuizTech, what other mods have this part?
  25. I was using some LqdFuel/Ox RCS thrusters from mods, like the Vernor, but with 4 or 5 directions. They are powerful, and very convenient to not need to add any more resources to spacecrafts with combustion engines. But it don't felt much right, like cheating and not being too much realistic. I'm thinking in limiting the RCS engines to monoprop only. Additional reasons to do this: - I use EVA Fuel, so I need to carry some monoprop in manned ships anyway. - I use Near Future Spacecraft, it adds many cool monoprop tanks and main engines, making more interesting to use them and make monoprop-only crafts. - More simple to deal with ships that uses other fuels (xenon, argon, lithium, nuclear with only LF). There are thrusters for this fuels, but makes the part list a mess with different sizes, shapes and the aero and vacuum versions. Limiting to only monoprop would make this much more "clean" and simple. I know, the decision depends in my preference, but I want to now what do you guys think about this and what do you use. Thanks and happy dockings!
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