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Rocket Witch

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Everything posted by Rocket Witch

  1. I don't think so. We voice our complaints, once, as they shouldn't bear repeating because the KSP community is fairly mature and all that, but it remains an issue that we'd gladly opine about again and again whenever the topic becomes, well, topical. I had a complaint about this place only having a WYSIWYG editor in my signature for years before wanting to put other things there.
  2. UI design continuing on its downward spiral since the year 2000. Increased padding on page sides means less space for the the post text, which is whole point of a forum. This also results in the index page having thread titles cut off more than before. Edit and report buttons are now hidden in a drop menu for... what reason? There's plenty of (wasted) screen space to keep all these things in — around 20% more than ever before, in fact. Quotes hidden with a 'click to show all' button. More clicks. More mouse wear. This as a feature is actually pretty nice for the imbeciles who quote massive image-laden posts verbatim, but the height threshold is set too low (like 8 lines?) and it cuts off normal posts, so one basically has to open every post they quote so they can review it while writing their response. The background is now off-white, and alpha channel support for avatars is still non-present, so now I look bad. This particular complaint is extremely minor, but it is weird and speaks to the statistical probability of other things being done carelessly.
  3. Module Manager patch from https://forum.kerbalspaceprogram.com/index.php?/topic/139980-130-community-database-of-module-manager-patches-for-stock-ksp/ //Allow deflating inflatable heat sheield //Author: Chris97b @PART[InflatableHeatShield]:AFTER[Squad] { @MODULE[ModuleAnimateGeneric] { @allowAnimationWhileShielded = true @disableAfterPlaying = false } }
  4. What is the internal name of the module for wheels' traction and friction control modes? I want to set them both to override by default, with the friction control set to 0.5 by default.
  5. I mean, what are some use-case examples? Lower bound is clearly useful for stopping the player forgetting to turn them on before the craft dies, but the upper bound is a bit more mysterious.
  6. Is that transparent dish one of the reflectors from NFExploration?
  7. Stock fuel cells already cut their consumption/output once the craft reaches 99% charge, so what do people use this mod for? Mixed power craft?
  8. Soundtracks for thinking games that have music specifically designed to go with the mode the brain is in when designing a craft or planning manoeuvres. Mainly thinking of Exapunks and Frozen Synapse. Then there are tons of one-off picks from other soundtracks, like Science & Secrecy from Fallout 4 and the main menu theme from Tribes: Ascend.
  9. With its ring of asteroids, low gravity, and healthy distance from the local star, Dres is something I see developing into a major centre of orbital industry and gateway to the stars, in an advanced colonisation era.
  10. And what is multi-docking? I would assume it's docking a craft with multiple docking ports to another also with multiple, but this has been possible for a long time before the toggle existed.
  11. It wasn't anyone's word; as I recall, that thread had a lot of data posted in it. Anyway, one revert doesn't paint the whole picture. Results from firing a 1.25m rocket straight up: Top Part Mass Altitude Unoccupied size1 Node 5680 kg 855 km Communotron 16 5685 kg 844 km Small Nose Cone 5690 kg 12891 km Aerodynamic Nose Cone 5710 kg 17670 km Surface attached A.N.Cone 5710 kg 658 km I thought the Communitron 16 would be the best to control for node occlusion by itself being a factor, as it's a tiny 'physicsless' part with one size0 node. The relative performances of the parts suggest that node occlusion is present but only applied in proportion to the top part's actual diameter. Full disclosure: I did this on a modded install (including modifying the ANCone to allow surface attach for comparison), but don't have any aero mods.
  12. Wasn't this shown to no longer be a factor since version 1.0.0 or something? I'm sure there was a big thread about it in response to Stratzenblitz75's '3 parts to X' videos, but I can't find it.
  13. I wrote a MM patch to move the lab further down the tech tree, to a CTT node costing something like 1500, making the lab by that point mainly useful for unlocking the stuff costing 4000+. If you use any tech tree mod you could probably adapt this to your needs, but the vanilla tree doesn't have enough of a cost increase to make this a viable solution. @PART[Large_Crewed_Lab]:NEEDS[CommunityTechTree] { @TechRequired = longTermScienceTech } Another idea for a restriction is to only ever recover data from labs, meaning no transmission, so you at least need to return the survey craft or have it shoot home a science return pobe. This might make craft design more interesting depending on your (non)recovery tendencies before.
  14. The short loading screens when switching between the tracking station, space centre, and assembly buildings. I don't know if it would be reasonable to do but it would be great if these scenes could all essentially stay loaded constantly.
  15. Orbit: Arkas (mod planet). With Planetshine it gives off a warm golden glow, and one can watch its constant sandtorms dance across the surface, literally — it has that kind of EVE cloud texture that appears to morph. I haven't explored the surface yet beyond sending an immobile probe, and as a mod planet its surface topography isn't well-documented by the community, so spotting the volcanoes and the dark flats that resemble lakes of some kind (on a desert planet!) gives it a charming mystery. Land: Kerbin. The feeling of a triumphant return home! Yet it's still trepidacious, because there's 70km of atmosphere to plough through and possibly even a runway to land on at the end. It's like facing a secret boss after the final boss of a game.
  16. This one? IMO it's quite bad in terms of useability for a new player. A beanpole with tiny, springy legs is typical of most players' 'good enough' designs and the associated problems they experience with falling over. I always wait for 2.5m tanks before sending Kerbals to Mun; the X200-8 tank is wide and flat.
  17. Hence I said "not meaning to detract from the need for automation when you have a dozen colonies", which is to say I agree automation should be a thing. I was just commenting on the idea that other games offer a better 'space trucking' experience.
  18. I think the idea is that some people have really poor personal control and need that restriction to be imposed on them by an outside force for them to actually adhere to it. It's also like the prestige of 'all stock' craft designs perceived by some people; if it's an official feature of the game then ironman is given some hard-to-define sense of extra validation in the eyes of some proportion of the playerbase.
  19. Yeah, it wouldn't necessarily be simple to do comprehensively, but I'd be happy with (indeed prefer) a simple implementation of it: just show the EC usage for the antenna that the game would've picked at the moment the science result window appears. That's the EC/s and total EC requirement to fully transmit that single result — not accounting for anything else.
  20. Endless Sky and Naev are open source spiritual successors. Both even have their own versions of the Kestrel.
  21. This blocky kind of distortion is due to sharp changes in height between two neighbouring points of the terrain mesh. It isn't one of the polar 'pinching' distortions and may occur anywhere, but may be exacerbated by them. It can be produced in many other games with editors that allow terrain deformation. In the case of ice caps in KSP I think it's intended to resemble the 'ice wall' seen at Antarctica.
  22. Something super dry like 'Station, Mun, Low Orbit' will do. When you've got some 70 vessels 'in flight' you may appreciate a standardised naming scheme to sort the tracking station list.
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