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General Apocalypse

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Everything posted by General Apocalypse

  1. Not really the technical requirements on the game engine are far bigger than any moder or mod team can handle. You need official support. You can't , actually FH uses at one point 4 simultaneous instances. You simply can't replicate that. Given that KSP 2 wants to go interstellar they better learn how to walk first. As for MechJeb it is essential . Rocket missions always use a computer guided preplanned trajectory , there isn't some guy mashing a controls in real time while the rocket engines roar. I was honestly shocked the first time I got into KSP and saw that there was no array of flight planning tools. Even as a kid flying model rockets I had a flight plan , unmoded KSP just gives you your joystick and that's it.
  2. That would require some support from the creator of the Contract Configurator mod @nightingale I'm not sure if it's technically possible at the moment. Also the FTL mods I have tried so far are quite heavy , maybe if there's wormhole/starge mod it might be feasible. My game loading time is about 4 minutes on a PCIE3.0 x4 SSD so I'm not sure how many more mods I can add before the my PC becomes too bogged down by them. However as I promised I'll start a wishlist and see what time I'll find in the future. Given the fact that we're still in beta it might take quite a lot of time before that happens. By colony the best I can do is give you a mission for a gargantuan orbital station and a base on the interstellar planets.
  3. I was thinking more on the lines that you preprogram the maneuvers before launch and only guide the main payload. The subsystems would be guided by a hopefully integrated MechJeb. Besides being extremely satisfactory to replicate the Falcon Heavy launches it would also be a huge selling point. God only know Musk would tweet about it giving the game some serious exposure.
  4. Maybe , each contract is written to affect a body placed in a certain position in the star system. In order to make it work with a planet pack it would need to function algorithmically . I'm more than a few code refactorings away from that happening. Maybe I should start a people's wishlist for this mod ?
  5. Be advised one of the parameters of the Ranger program is broken , you can do the mission and then use the cheat menu to complete it. I'll have a fix up ASAP , ETA 24 hours.
  6. Birds is an autocorrect of the forum the original word a synonym for female mammaries [snip].
  7. At some point we'll need to do a GoFundMe for @linuxgurugamer. His dedication is extraordinary.
  8. Yes the mod is working. In fact I'm playing it right now. I did not do a Russian translation but some of the objectives might be automatically translated. Enjoy.
  9. When I say weather I also mean solar storms , dust storms on Duna . All kinds of crazy stuff on Eve , Laythe and so on. Plus weather on exoplanets could also be the birds. Desert planets, arctic planets, monsoon planets, volcanic planets and all kinds of wonderful stuff.
  10. I hope that KSP 2 will keep in minds the following : #1 The realism level should not be under KSP 1 quite the contrary . For newbies a few options can easily do the trick. #2 The home system should have more bodies to explore. #3 Doing a Falcon Heavy like launch with stage I recovery should be possible without mods. It's 2020 surely we can have Picture-in-Picture. #4 Some of the KSP 1 mods like Mech Jeb , SCANsat and mods that allow orbital shipyards should definitely be in the base game. #5 No online only , cosmetics bull if you want more revenue do a Paradox and put out a DLC per year , we'll buy it if it's good. Heck you can even incorporate some popular mods via DLCs and it would be fine. I'm all for DLCs that incoporate mods and therefor provide bug support without a single moder giving his life away for the benefit of the community. #6 If possible mods like TweakScale should be baked in the base design of the game. This would lower the number of parts and make things more interesting. #7 As an advanced player I'd love to be able to integrate some subsystems in the base parts - tweaking weight , strength , cooling and many other great things. #8 Weather would be lovely - lading in a thunderstorm would provide some epic cinematics and quite a challenge.
  11. I'm adding requirements as we speak. This is why it is still in Alpha. I should be done in a few hours with it. The lack of an expiration date is intentional since many players might overshoot a certain date , especially if they make extensive use of mods or are severely time constrained as I am. Edit : The updates are in and we now have granular progression. Now for the bad part with extensive contract testing and the worst part with the creative writing.
  12. Sure I. The First Flights Agency: Research & Development Department Unlocked By: Default Synopsis: Multiple missions leading to a firm grasp of orbiting Kerbin II. The Vanguard Program Agency: Kerbin World-Firsts Record-Keeping Society Unlocked By: The First Flights Synopsis: Send a new probe to execute a flyby of the target body and transmit scientific data while doing so. III. The Pioneer Program Agency: Kerbin World-Firsts Record-Keeping Society Unlocked By: The First Flights Synopsis: Send a to establish an orbit around the target body and transmit scientific data when in orbit. IV. The Explorer Program Agency: Research & Development Department Unlocked By: The Pioneer Program Synopsis: Use one or more probes to orbit and cartograph the target body. V. The Mariner Program Agency: Kerbin World-Firsts Record-Keeping Society Unlocked By: The Explorer Program Synopsis: Land and probe on the target body and send scientific data from the surface. VI. The Ranger Program Agency: Probodobodyne Inc Unlocked By: Ionic Symphonic Protonic Electronics Synopsis: Send a probe to the orbit of the target, orbit it and then return it to the surface of your home planet VII. The Ascension Program Agency: Rockomax Conglomerate Unlocked By: The Ranger Program Synopsis: Send a manned expedition to the target body have them orbit and perform a space walk then return the crew to the orbit of your home planet. VIII. The Belisarius Program Agency: Probodobodyne Inc Unlocked By: The Ranger Program Synopsis: Send a probe to the surface of the target body, gather scientific data, then take off and return the probe to the surface of your home planet IX. The Enterprise Program Agency: Rockomax Conglomerate Unlocked By:The Belisarius Program Synopsis: Send a manned expedition to the target body, have them land on its surface, perform an EVA then return to the orbit of your home planet X. The Pathfinder Program Agency: Probodobodyne Inc Unlocked By: The Enterprise Program Synopsis: Land a rover on the surface of the target body. XI. The Aurora Program Agency: Integrated Integrals Unlocked By: The Ascension Program Synopsis: Establish an orbital station around the target body. XII. The Endeavour Program Agency: Goliath National Products Unlocked By: The Aurora Program Synopsis: Establish a base on the surface of the target body.
  13. I should have been more clear perhaps , you do have an amazing assortment of engines. I mean RCS that uses only liquid fuel and operate on the principles of the LV-N "Nerv" , it's mostly to eliminate the need to store mono on orbital fuel depots and simplify the overall ship design. The way I saw them is basically mini-exhaust nozzles from the main engine. Maybe they would work ONLY if you have a nuclear engine on the ship ?
  14. This mod is a contract pack that aims to give the player a from zero to hero path in career mode. It was inspired by the Career Evolution mod. Epic Space Program adds 178 new missions for the player to go trough. There are two dependencies for it - Contract Configurator (Thanks Nightingale) and SCANsat (Thanks DMagic) . I've created this mod as a personal mod since the career path has contracts far too random for my taste. Since I enjoyed many mods over the years I've decided to share it with you. As of now I need to add the contract requirements (done), balance out the rewards (done), revamp some of the text and do some more testing before I push this into beta (done). You can download it from SpaceDock : https://spacedock.info/mod/2318/Epic Space Program Changelog : Wishlist : Support for the Kerbalism mod. (done) Support for planet packs. Deep space missions. Interstellar missions. Please send me any reports of bugs that you encounter.
  15. Depends on everyone's definition of mid . I use nuclear stock to send probes to far away planets and manned missions to Duna , Eve , Dres , etc.
  16. Stupid request but would you please consider adding some Nuclear (LF) powered RCS blocks ? They would be great as a mid-career option. Maybe some big 5-way RCS blocks with the rad hazard sign on them ?
  17. The leaner the code the better. God only knows KSP could use all the performance it could get. Maybe this is the end for having to make builds with as little parts as possible or face the lag kraken ?
  18. In the same boat here m8. Have a huge contract pack in the works but the lack of testing tools is proving a major downer. The OP still lurks but he might be burned out or something. Quite tragic since this is the only gundam way to make good contracts and make career not suck.
  19. Thanks but I've already mastered orbits . The only things remaining are the contract descriptions (can't release something that bores people) and hoping for an update so I can test ingamesome of the more complex contracts. Since writing some lines of code and than testing proved to be a huge time sink on my non-SSD machine.
  20. This is AWESOME !!!!!!!!! Now procedural tanks can become a well implemented reality. No more 1001 parts that do almost the same thing. BTW will 1.4.5 follow or will there be a respire time until 1.5 ?
  21. Or you could land on Duna and Eve , not to hard and the science is in the buckets. Also an orbital science station provides molto scientia.
  22. Just boost rewards to 200% and get ScanSat for extra science. After you're done with the Mun and Minmus you'll be almost at the end of the tech tree. Also send fly-byes to Eve , Duna , Dres and Moho.
  23. You are not a published biologist let get one thing straight . Your information is Wikipedia grade at best. The original radiation assumption holds true - the mutation acquiring rate for oocytes is much higher the the mutation acquiring rate for the seminiferous tubules . Even the body's response to a simple cold can induce mutations to the female reproductive system let alone prolonged exposure to various levels of ionizing radiation. However this does not constitute a reason for not training additional female cosmonauts. If you do want to look for a reason look at how high levels of stress impact the response time in each gender. The males tend to be able to better endure a very high stress situation such as a potentially fatal fire or malfunction. However this too could have been overcome by sending mixed teams. That solution comes with it's own set of problems , notably that the biologic impulse when confined for a long time in a place with a member of the opposite sex is to ignore orders and furfil the carnal desires. Suppression of this impulse takes away valuable time and mental capacity required for a mission. Given that the Soviet regime didn't cared about anything but blind obedience (else gulag) you could see how their demented perception of humanity would give them reasons to keep space sex free. Still the real reason probably lies in the fact that the Soviet space program was on a shoestring budget after the Apollo program.
  24. Noted - I'll squeeze in some of the contracts that don't require too much fiddling around and hold on to the more complex ones until you can get us some updates on the CC IDE. Thank you.
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