Jump to content

Altaille

Members
  • Posts

    27
  • Joined

  • Last visited

Everything posted by Altaille

  1. I would say Kerbalism. It looks amazing, but its complexity is scaring me a bit. Incomplete compatibility with Nertea's nuclear reactors and other mods in general is also worrying me.
  2. Very interesting feature ! What is happening to ksp 1 is trully impressive ... Out of curiosity, considering Blackrat helped, does it share some code with the new ocean waves showcased in scatterer dev thread ?
  3. I am not the most talkative person on the forum, but I had to write something there. Scatterer is one of those mods that looks almost as "standard" as stock now (in a good way ), and it does a lot to make the game beautiful. What you have done there is outstanding ! I always liked the godrays (the old ones), so I really like seeing them improved. The waves ... I did not know about your prototype, I did not even thought it could be possible. Very curious to see how seaplanes will handle it Every one of these features taken alone is a big achievement, so the whole thing ... Impressive work ! My current save is lagging behind the last graphical updates (both stock and mods), and you are giving me one more reason to hurry up to do what I want (landing at least once everywhere) before moving on to a more difficult modded setup
  4. This picture should answer your question Nertea's near future construction it is ! The tank here is a big one, those ports are not as small as the picture may let you think.
  5. I verry much like this update content so far, although being able to transfer fuel between 2 crafts with a KAS-like pipe would also be amazing ! Being able to strut asteroids might make moving them around a bit less kraken-appetizing I Also like the mission idea. Missions are a part of the game that can be improved a lot by making things more dynamic (chained missions instead of having to build new crafts every time when an already deployed one could do the job).
  6. Sorry for reviving an old thread, but I had exactly the same problem and I think I have gone a bit further in understanding what is happening. Google brought me in this thread, so it might help others I have a station with 3 connected asteroids. One of the biggest class (F I think) and 2 others a lot smaller. All of them have been drilled at least a bit before addition to the station, none of them was however empty. Initially, drilling was working fine. I am pretty sure (not 100% though) that the only drills I activated were the one "into" the biggest rock. A bit later, I noticed drilling had stopped, and drills refused to start again. At this stage, I noticed one of the little asteroids was empty. If I undock the empty asteroid, I can mine again on both the big one and the other small one. That is the only way of solving the problem I found. So it seems the game (or one of my mod) does not handle properly multiple-asteroids-ships. Drilling takes into account one of the asteroids only, whatever the position of the active drills (as long as it is below asteroid surface). In my save file, the asteroid emptied was the last in the vessel block. I tried putting the part corresponding to the big asteroid after the emptied one to see if it could solve it, but the game did not like my experimental surgery operation I am running a modded install, so I am not sure the behaviour would be the same in stock. I might try it and fill a bug report if it does, but finding 2 asteroids and dock them can take a bit of time. I can use cheats to change orbit before docking to help things a bit.
  7. I discovered something today. If you have multiple asteroids connected together (same ship) and are drilling, your drill does not necessary take ressources from the rock it is "physically" into. It looks like it can decide to extract ore from a rock connected to the other end of the station. Problem is when your drill refuse to work because one of the small decoration asteroid is empty Decoration asteroid might looks like a strange idea, but some mod contracts require to do stations with multiple rocks. I'd be curious to know if someone else have experienced this.
  8. Today, I made some progress on the construction of Starzino, the most expensive casino around Kerbin. I already had some loaded asteroid-carriers on parking orbits around Kerbin, the difficult task is to now assemble it. Docking procedure with ~400 parts around is always a pleasure (especially considering my proc is not exactly a beast). Some pictures (every non-stock part here must be Nertea's work) : 3 claws to get a strong basement. Not easy to get them all attached, but with free pivot and some thrust it worked. The visible solar panel belongs to the carrier that captured this big rock here. Well, the second one. The first did not resist to some orbit change through aerobraking. It will remain attached untill its tanks are full. Then the main casino section, with housing for around 50 kerbals. I need 50 more to get that contract done. I ended docking with less than 50 dV, a bit short to my taste. I need 4 asteroids. Here is the second one ! The smallest ship is just a triple claw to secure the asteroid to the casino/station and free the asteroid carrier (which is more part heavy, and is now waiting for next mission in parking orbit) Here is the result, the next 2 rocks are on their way. 2 triple-claws are docked to the right end of the station waiting for them
  9. One of the mod I consider the most usefull (even for otherwise stock game) is kerbal alarm clock. It is really hard to manage more than one mission at once without it. I hope something similar will be stock for KSP2. I agree with the OP for some more mods that seem simple enough to be embedded into stock. Those mods do not add (much) complexity and can improve the experience for anyone : Scansat is really usefull. It is also an excellent reason of launching into polar orbits. However, by showing the biomes it removes a bit of the exploration fun to turn it into a race, roaming all biomes to get MOAR science. But that's more due to stock science system than to scansat. Kerbal Engineer : nice utility, but nothing a good interface cannot do. Stock tools are not perfect, but they have improved a lot. Transfer Window Planner : is a good utility, but learning to estimate the transfer windows from the system map is also interesting for newcomers, it helps understanding things like "why the return trip from mars is longer than the way in ?". I do use it, but mainly because I'm running multiple missions at the same time and I "pin" all the next windows available to me to help on mission choice. Without kerbal alarm clock, I am not sure I would use this mod. For other stuff (life support, automation with mechjeb or scripting, ui design), I consider it is a true game design choice : some player do want it, some are against. The choices are either to not include it, or to make it toggleable. I am not a big fan of toogleable stuff : I like when the base gameplay is the same for everyone, it makes learning and sharing easier. Developpers should never count on modders to end their work, but thay can see how active the community is, give the good tools to enable people to add more diverse gameplay mechanics and focus on making the gameplay fun, keep high modularity and high performance. Of course that is also just a point of view, but I believe that KSP is meant to be relatively simple, to enable casual players to have fun while understanding a bit better space stuff That's why I would be surprised to see complex life support or principia like physics
  10. Good news ! Maybe I am extrapolating a bit too much, but considering Bepi Colombo is relying on a lot on gravitionnal assists, I can imagine ingame tool for predicting them ? There are some more details on the ESA website : http://www.esa.int/About_Us/Partnerships/Kerbal_includes_Ariane_5_and_real_ESA_missions_for_gamers
  11. I had a similar kraken attack some times ago. It appeared after separation from a station, and the decoupling was the trigger. Alway fun to let the game make its own designs
  12. @SpacePixel I finished Deserts of Kharak not so long ago, that music is so good, excellent use there (and I love that VTOL too !)
  13. Today, I have escaped Eve surface. My exploration quadcopter managed to reach an altitude of 20km on electric props alone before dropping its rotor and going full rocket. It still was not easy, and half my RCS fuel was necessary to achieve orbit. I guess my ascent trajectory was far from ideal. My kerbals are going to spend a bit of time in their capsule while the mothership is refuelling on Gilly. Then they will probably head home with tons of science ! This architecture was quite effective, but the tower like form factor makes landing hard, and splashing impossible. Those props are from NFA, I wonder if stock BG prop are as effective. My next playthough will tell me ! But I still have some missions to finish before being ready to move on Those props are amazing. Their response time is quite slow which can make landing a bit difficult, but they have plenty of thrust. Good bye dear drone stage ! Orbit achieved ! Not on the first try though, I had to reload a couple of time, once because of overheating and once for a lack of fuel.
  14. I'm doing some biome hopping with a weird quadcopter/ascent rocket hybrid on eve. Landing stability is not very good with this form factor. But I like this first Eve adventure. Cruise is slow but steady. I also landed an isru rover near the equator for future visits
  15. I played with a big rock. Since I made the capture inside Kerbin SOI, I had to be patient to give it a correct orbit. The Mun helped me for a plane change. I also used some aerobraking, costing me this mover ship (unmanned, thanksfully) ... I had to send a new one. Orbit is still not definitive, but this will be the first piece of a refuelling station / casino. 3 other asteroids are also in tow of other movers, but this is the only BIG one. My first eve mission is also arriving. The first ship (an ISRU rover) also did an aerobraking manoeuver. I had to reload after forgetting to put the fuel in one side to ensure stability ... my next playthrough will probably be a no-reload one, but I'm not sure I'm ready .
  16. I finished iterating on a SSTO spaceplane that will travel to Laythe : This SSTO uses plasma propulsion powered by a nuclear reactor (thanks Nertea for NF !). It has over 3 km/s of delta V from LKO (it uses classic LFO for getting up there), +3 more thanks to the auxiliary lithium tanks visible at the back (launched by a conventionnal rocket). This SSTO is also a VTOL (using some B9 engines, a bit OP I would say) and has 2.5m ISRU stuff. That's my current "ultimate" ship. I use FAR, wich make sea plane design a nighmare, that's the reason why I took the VTOL path (the floaters under the wings are just here to make the plane more controlable on water, but they are below floating line when fuel is full). It will be my first go in the outer Kerbol system, despite having played for quite a long time. I usually don't warp time for more than a few weeks at a time, and I launch many missions in parallel (thanks KAC !). It results in a slow progression, and a vast majority of Mun/Minmus missions. I decided it was time to go further, so I lately launched quite a few interplanetary missions (Duna, Eve, Jool). I will time warp more from now on, to discover those other worlds. That save is on 1.7.3, and I want to move on (I got breaking ground a while ago but I'm still playing without it, and JNSQ is quite attractive ). And one more picture, not from today, but I wanted to share it : an illustration of the fun & pleasure of fast-roving on the Mun (prograde SAS & RCS are your friends to stay alive after a rover jump ):
  17. My solar panels are not working, is this the intended behaviour ? (actually, I did not try )
  18. Well, it's not clearly said in the OP, but it still appears in the thanks : "Thomas P. for maintaining Kopernicus, the building block of all planet packs out there ". The topic title is quite clear too The answer is yes ! I'm no modder, but I can tell you it is the toolkit allowing to change planet names & characteritics. So if you are in 1.9.1, you need to wait for it to be update.
  19. I have most of the NF suit and I don't think I have any multimode aerospike engine. Howerver, I just saw that another Nertea mod has one (named Broadsword) : MkIV spaceplane fuselage.
  20. Totally agreed : better physic : - DLC : airships & submarine parts - Stock physic improvement : - Water buoyancy improvement. - Wheels improvement : better landing gear handling, no more phantom force bounces for suspension & landing legs. - Better aerodynamics and wind-tunnel type data. I want to stall more ! Well, I already do thanks to FAR, but continuing improving stock aero model would be great. - Never forget : CLOUDS ;P (volumetric ones would go very well with airship based ISRU). Better ISRU operations would be something I would love too : more materials (not many, something like 3 or 5 maximum). Why not nuclear fuel for Nerv & added nuclear reactors ? Only findable on other bodies than Kerbin (or only underwater on kerbin ?) ? My next playthrough will probably include a mod for more complex ressource system. Speaking of that, I hate the current overheating thing about the small ISRU (Convert-O-Tron 125). I know it is intended to force the player to use the small ISRU by burst, but I'll bet that mining is made with vessel on-rail most of the time (so bursts are not pratical). Seeing that thermal efficiency < 100% for no good reason is just a thorn in the foot of people with OCD There are also too many numbers to arrive to the final efficiency. Without the wiki, it is hard to figure out how it works. Extraction efficiency is basically useless for drills : directly put the ore/second on ground and on asteroids, it would be clearer. Telling the engineer bonus would also be usefull. Speaking of engineers, I tend to think ISRU are OP with skilled engineers onboard and underpowered on automatic probes. Passing from a 0.05 factor to 1.25 for a max level engineer is a bit too much. I would prefer a different balance, for exemple the small ISRU to be only able to make a basic fuel giving limited delta V (monoprop for example) and the bigger one to do everything. Maybe I'll make a MM patch to implement that. That way, fully automated probes would be more practical, but limited to less efficient engines. Currently, it is more practical to build a monster with the biggest ISRU and a lot of drills to achieve relatively short refuelling times on a automated probe. I discovered that while trying to make a Mun vehicle designed to lift a small science rover for multiple hops. Well, I'm going off-topic so I will stop there.
  21. Stupid me, looks like I should play stock more ! Thanks for continuing this mod. I think I would never play with electric engines without it.
  22. I've met 2 problems with this mod : When I use lose-less physical warp during docking maneuvers, the ships appear to move relatively to each other (target ship appears to shift to another point in space, at a distance that does not evolve over time but depends on the warp level). However, it is not impactfull since stopping time warp sends the ships back to the position they were before. --> considering the lack of impact and the fact my install is not the cleanest ever, I don't want to bother LGG with that. In the past, I've had ship orbits evolve over time (phantom forces during warp). I don't remember what was causing it (maybe not even this mod) but it was just a bad install. Could you give some more details about your problem ? Any log info ?
  23. Capacitors act like batteries (they store EC and can be discharged / recharged). They have greater capacities for a same volume or weight, but you have to manualy trigger them. Once you start discharging one, you can't stop it (and you may lose EC if nothing is using it and your classic battery storage is full). They are usefull for application needing a lot of EC over a small duration. The best exemple : ion drives (and other electric motors). It allows a ship equipped with limited power generation (like small solar panels) to make a burn long enough for escaping a body.
  24. Well, capacitors are still very good for even several minute burns. And for the plasma engines, either you bring nuclear power or you take enough capacitors and some solar panels. Ideally both I'm using them on a lot of ships, from small probes to SSTO spaceplanes (with plasma engines instead of nukes). Micro-management is not that complex thanks to the capacitors panel. Combined with the betterTimeWarp mod, it makes electric engines very nice to use compared to stock. Thanks for that Nertea ! And for the very nice looking solar panels. And all the other mods !
  25. I agree too with the general feeling : the idea is nice, but the implementation into the landscape could definitely be smoother. Right know it looks very similar to the anomalies we already have in game, but more out of place beacause it is intended as natural stuff. I just hope the terrain features shown untill now are not the "best" ones, that should push people to buy the game because of amazing screenshots Just an idea : i guess it is not coded the same way as the scatter objects. However SVT made scatter objects solid, so wouldn't it be possible to get some solid scatter objects around the anomaly ? They could even look almost the same, forcing the player to search in a crystel forest for the "anomaly" one (maybe with special tools / anomaly detector). It could even profit from a local special ground texture to help blending with the surroundings. However I don't know how hard to make it would be. I guess it is too late for this DLC, but I like the idea of aeras that you would want to explore in a rover.
×
×
  • Create New...