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Bongotastic

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Everything posted by Bongotastic

  1. Behold, a career with the mod Headlines that I document here: https://live-from-cape-canaveral.notion.site/live-from-cape-canaveral/Live-from-Cape-Canaveral-4408cd40a1344aed9a1b0b4506e2a88d 1951 brought two good bursts in R&D activities, and a bit of a standstill in the VAB as the program lost its chief engineer. Nonetheless, 4 live media events covered our launches. We crossed the Karman line and unveiled a post-war jet engine just shy of supersonic capabilities. 1952 will see multiple launch of the Series 3000 Launch vehicle to send sensors, small animals, and photographic equipment into sub-orbital space. Here is a picture from Cape Canaveral taken by the P1000 DragonFly during its maiden flight:
  2. New version (0.5-beta) should get on CKAN shortly. Addition of Program Manager as either staffers, or crew members getting a promotion. Better media campaign and live events. Less expensive hiring costs. New UI walkthrough:
  3. Headlines is now on CKAN. Fresh release includes a better Media event logic.
  4. I want to fine tune experience earnings for my Headlines mod, but experience, I mean this: https://wiki.kerbalspaceprogram.com/wiki/Experience Anyone knows what is the name of the cfg/node I should be looking for?
  5. I thought about this since the pool of player is in a different scale for Stock. However, I haven't played stock in a long while. Scientists and Engineers are integrated pretty deeply with the RP1 Kerbal Construction Time (KCT) component. Their main benefit is to lead teams and accelerate/slowdown research or production. This could be disconnected and I've structure my code to isolate RP1 only to where it is necessary. I'm planning to weave engineers and scientist more closely to RO/RP1 parts and technologies. The stock career would require a rethink.
  6. I'm with you: I want my career to feel like a story rather than a gamey race. I enjoy failures and setbacks if it tells a good story. Managing risks beyond what TestFlight brings makes the story more vivid IMO. I'm finalizing a new version of KerbalRenamer with configurable multi-cultural names, specifically to enhance Headlines (with naming profiles for NASA, CCCP, ESA, ISRO, CNSA). I'll be keeping an eye on this thread, but I'm many times a day on Discord as bongotastic (and ubiquitously on the KSP-RO server). I'm really interested in figuring out what makes gameplay more fun, but so far I've been both developing and testing. It is time for others to bring their perspectives. As of now, it is meant to reward players rather than put pressure under them. I expect that the experience will be refined a lot with the input of players thinking alike. KSP/RP1 modding is a ton of fun, if a bit perplexing at times. For bugs, the best place is to file an issue as I use it as my TODO: https://github.com/bongotastic/Headlines/issues My blue-sky ideas (most are actually easy to do) are here: https://github.com/bongotastic/Headlines/wiki/Future-directions
  7. In development, but fully featured. Headlines models the reputation aspect of the space race, and follows the careers of your crew members. Hire, fire crew members and let them do their best at the KSC when not flying. Pilots are ideal for public relations, fundraising, talent scouting, and help your program increase in reputation. If the public and government don't understand how great your program's achievements, then you end up celebrating in private as the press won't show. The highest your profile, the better the staff you can recruit. Scientists lead teams in the R&D complex, and high profile scientist may bring colleagues from abroad to draw the most out of science data. Engineers lead teams in the VAB to make assembly more efficient. Requires: Realistic Progression 1 KSP version: 1.10 (as per RP1), 1.8 should work ok, but untested. Video: Introduction to the UI Documentation: https://github.com/bongotastic/Headlines/wiki Package: Available on CKAN https://github.com/bongotastic/Headlines/releases License: https://creativecommons.org/licenses/by-nc/4.0/ Photo: ISRO satellite launch: Proud moment for India, 104 satellites placed in orbit Sample UI: Changelog v0.5 - Program Manager and better Media live events. v0.4 - Media Invite logic overhauled into media campaign + live event. v0.3.3 - Hiring cost subsidies to help build larger teams. v0.3.0 - Initial release.
  8. Weird. Even with "Auto/Manual Flyby position" unchecked, I get erratic camera repositioning (going underground/water). I'm using RSS Canaveral, which may be a cause of this.
  9. Thanks, I'll try again. It worked just like this in my last career, but couldn't get it to this AM. I am probably doing something wrong. Thanks for your work!
  10. Is there a way to fix the camera to a point to record a launch from a ground observer's perspective? After setting a point with a mouse click, the camera zooms way out, often underground.
  11. Seems to work fine for me. But I'm early(ish) in my career.
  12. I've never modded in KSP, but if I was to add RealAntenna configs for all of the cool BDB antennas, would there be interest in rolling this in the mod? The probe cores have RA configs (somehow), but the separate antennas don't.
  13. Thanks, flying a bit better and I can get it to behave. Coming from RO/RSS/RP-1, I’ve had my share of tiny rockets . I honestly like the initial struggle to get to orbit. BDB is the way to go,
  14. A small sanity check: I just started a career Bluedog Design Bureau and JNSQ/Principia. Built a Scout rocket with minimal payload (just a core and some batteries). This rocket escapes Kerbin by a lot, and I have yet to ignite the last stage. The last time I played with BDB, I used a Stock system with a 2.5X rescale and I could make it to LKO, but not much more. I wonder if the BDB somehow got rescaled and is now overpowered.
  15. I can’t click on items on the Tracking Station/Map views. Mouse-over works just fine, though. The window to selection and option (Navigate to, etc), just flashes, the view re-centers to Earth and I can’t zoom in much after that. I have a RSS/RO/RP-1 in v.1.8.1 with the recommended visual mods (and with Principia). Is there a known workaround for this? I suspect that I won’t be able to select targets whenever I get to orbit since it also requires clicking on things in the map view. Incidentally, the space Center sometime seems to have offset hotspots to click on buildings. This may be the same issue. I can fix this be leaving the space Center and coming back. But this doesn’t work for map/tracker view.
  16. This is correct, I'll try this tonight. I wouldn't have thought about trying science core to fix a control issue. Thanks! I kind of enjoy trying to figure things out on my own, but after a while I start to wonder whether this is a missing part or a mod conflict issue.
  17. Not sure if this is the right place (if not, please let me know). I’ve installed the RP-1 for KSP 1.8.1 exactly as instructed on the wiki and am following the first sounding rocket walk through. I use the WAC control unit and it works fine with the rocket without the Tiny Tim SRB. When I add the SRB, I can no longer ignite the Aerobee engine. I tried adding procedural avionics (it complains about being able to control 0.000t with the core used), but 3.2m of 300mm avionics can only control 0.08t rocket, about 1/10 of my sounding rocket. This doesn’t seem to make sense. The tutorial mentions a 0.3m sounding rocket Probe core. The closest I have is the WAC controller. is this part coming from a parts mod that isn’t part of the minimal installation?
  18. Echoing the sentiment. I wouldn’t play KSP without Kerbalism. I like all of the components to the mod, but the way science is done is my favourite part.
  19. Tested on a static rig a bunch of SRBs to filter out the duds, and until their model reliability are decent enough for a live launch (my second stage SRB is garbage and fails to ignite way too often). Rehearsed the mission in KRASH twice, sent the rocket to construction. Tonight, I'll warp 10 days ahead and do it for realsies. With luck, I'll get the rest of the LKO telemetry experiment transmitted back and get a bunch of R&D science out of it. Realistically, I'll probably need to build s second rocket to finish the contract. I'll open a beer either way!
  20. It would be elegant to bypass manual testing of parts for money and or time. it is fun to be able to do it, but at some point, testing parts is ultimately not the goal of the game in term of player time. I like to have to worry about it, however.
  21. Thanks, working now. Very much appreciate since CKAN simply refused to install kOS. My “should” was literal quoting from the error message. A metadata thing, I guess.
  22. The download on CKAN for 1.8.1 is corrupted. Not sure if the maintainer for the CKAN package sees this thread. I’ll check git in case it makes sense to report there.
  23. I went with the following: Kerbalism Bluedog Design Bureau Bureaucracy + Kerbal Construction (And a bunch of parts recycling mods to cut on construction time) Pretty slowed down pace for construction and research. Deadly reentry MandatoryRCS Rescale (2.5X) KRASH (and I will not revert flight unless in a simulation) Final Frontier (and a bunch of ribbon packs) A bunch of utilities (Kerbal Alarm clock, K Engineering Redux, etc. This combo has a good vibe. A long way from Stock, but it almost feel like another game.
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