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PicoSpace

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Everything posted by PicoSpace

  1. Some feedback I'm getting is the "wake-up" is too sudden, also maybe have something during the black-out (I'm thinking a sound or something) so its not totally "nothing". Maybe the reverse effect (black out, red in?) or add some camera shake?
  2. Could this be applied to say Dark Multiplayer Server (the idea being is it keeps everyone in real time?)
  3. A Couple Ideas: 1. Would be nice to have a toggle that the first craft in a series either doesn't have a number (Think Enterprise, Enterprize A, B, C, D etc) or start with "0" depending on the scheme choosen (if it has a "0" or not character). 2. Debris is also numbered So "Munallo 1" would become "Munallo 1 Debris 1" so that later its easier to find specific debris if you say drop fuel or valuable part in orbit from an earilier mission. 3. It would be nice if there was a config file where you could assign agencies (Mission Flag) a numbering scheme which woudl be automatically applied to any ship [Vessel Name here] So someone would save the ship as... "[Munallo] Relay System" and as they choose a stock KSP agency which would apply "%d" and result in the Vessel being called "Munallo 1" If you could insert that functionality I would be willing to write the config and hunt down agencies for you. PS. Here are some Additional Number Schemes to Consider: Random Characters (Non-repeating, when you run out of characters jump to 2 characters and so on) Base 36 (0-9, A-Z) Runic Alphabet Arabic Alphabet Hebrew Alphabet Morse Code Braille Chinese Numbers Japanese Hiragana Alphabet Japanese Katakana Alphabet
  4. I think I understand you, so this timewarps when you load the game so if you have a manuever node (or requirements to control your rocket) in 4 hours from when you finish playing, you NEED to be there in 4 hours to perform the commands." PS. This would be evil combined with signal delay mod for those who want ultra realism.
  5. Neat, does this mean if I set up a bunch of MechJeb (or KOS) manuveures or commands and come back later it will time warp, perform anything up to "now" in the game? Example: I set a Mun Capture burn in 4 hours, quit, come back in 8 hours this will timewarp 4 hours, perform the burn, then timewarp the remaining ~4 hours to my current time... hopefully with a ship in orbit around mun if I set things up correctly...
  6. Yeah, I've been trying to black out kerbals and in the last version it took quite an effort to accomplish it. It would be nice if it laced into stock G-force in some way, problems can occur when 2 systems are running in parrallel attempting to do the same thing. Just an "other" catch-all I think is required, so no Kerbal is left behind (or default to 1.0x multipler), if people want to patch additional professions in teh cfg files, thats up to them. Going staight up with a Booster I'm just starting to get Red-Out as the booster kicks off (G-Force Indicator was at the max 15G)... coming back down the heat sheild burns up and explodes before I got any G-Effects...
  7. I'm curious how all those stats play into in-game reality... Kerbals (mind you I'm in Sandbox mode currently so they are starting off as 5-Star) can take quite a few G's, this takes quite a bit of "ummf" to get them to black out. So my query is if this Kerbal has 8.3G (1.52x G-Force Endurance) how many G's does he need to pull before G-Effects start to become apparent? How many G-Forces are required (or amount of time over endurance limit or G-LOC) before Poor Jongan passes to their next adventure? Also, I noticed you have profession adjustments, you should have an "other" for professions that are not stock (thinking MKS and other mods which add more professions), or have it tied to Skills Kerbals have as a modifier matrix.
  8. Curious, what parachutes is this suppose to take? As they don't appear to be included in the mod (and I'd rather not download all of BDB for just the chutes). Also there is no IVA (pretty please!) and if its Connected Living Spaces supported that would be awesome.
  9. I was tryning kloning not kuddle as I was hoping to send just one kerbal...
  10. Simple construction is what I use, there are some limits but ultimatly it gets the job done. I haven't gotten moarkerbals to work for me yet (it uses resources but doesn't pop out a new kerbal) so likely I have a conflict somewhere. DeepFreeze is a good way to "ship" a bunch of kerbals to your new colony if you have lifesupport mods enabled (for making the colony experiance more realistic).
  11. It looks like engines (command pods do this as well) fail on activation or engine throttle up. MTBF drops to 3 Seconds and then the engine breaks. When you do (debug) engine repair (or other repairs) it fixes but then breaks immediately after. Doing the repair trick I did managed to get the booster to run afterwards normal. Engines not yet. https://imgur.com/a/A64th2e <- Bunch of before/immediately after photos of ignitions.
  12. Still having issues, I installed it on my current game. Booster - 92% failed immediately, 99% failed immediately Main Engine (same thing) 6 Side engines, 72% all failed within 6 seconds, 2 immediately and then the other 4 about 5 seconds later.
  13. FEEDBACK: Like Overlook, I'm seeing engines continually fail (swivel) even though reliability is up to 82% by like the 5th launch. Very excited to see this update along with the fixes. The overhaul feature will be useful for colonies where ISRU can be used to keep equipment mostly functional for longer periods of time. SNACKBREAK (Cross Mod concept between your two popular mods). One Idea (If I may) would be a concept I've thought about called "Snack Break" where when Kerbals don't get their Snacks! they have a tendancy to not do the requried on-going maintence and that results in lower MTBF. The concept being don't feed kerbals onboard = lower MTBF (like 1% loss per missed Snacks! meal). Obviously probes don't have snacks, so when out of communication range if Snacks! (or similarly named mod) is installed they to a "Snack" check for communication with KSC, no communication they lose 1MTBF unless in hibernation mode.
  14. Its a good thing I'm a Canadain and an Engineer, we had to learn both systems!
  15. I think there was a quote about not quoting "realism" in a game with little green aliens in it
  16. Fractional Time Warp = YES Reverse Time Warp = NO!
  17. Not Really a "Bug" but I think many players would like Minmus to take back its more green flavour than what is currently offered. It often looks very "washed out" and could do with some additional saturation.
  18. Its incredibly common, and it makes interplanetary missions almost impossible. Mun/Minmus missions are doable if you know what you are doing but beyond that you are throwing darts blindfolded.
  19. While I can understand WHY they are doing this, I think ultimately its a disservice to the whole point of the game and the simplications they keep making over and over to "gameify" KSP2 looses its appeal over KSP1 + mods because its the challenge that keeps players coming back, otherwise just turn on infinite fuel & no collisions and go "weeeeeeeeee" all the way to space and back.
  20. Honestly, if double spacebar was the default staging key-bind, I think a lot more Kerbals would be alive right now.
  21. I agree but it’s the current work around that exists, the dev team is going to have a very busy 2024 fixing all the bugs & UI/UX issues that have popped up now that people can do more than launch rockets hopefully to orbit.
  22. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: AMD 5800x | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 So I'm sure some of this is "tuning" but other parts are glitches. I've had this happen a couple times on me but this video encapsules everything I've seen all in one go. Notes: Video Sped up 2.4x as the orginal FPS was ~10fps 1. 70km was 2200m/s 2. 45km was 2287m/s (this is where the video starts) 3. Solar Panels are a huge flame effect and survive quite some time, but don't appear to really "slow" the craft down at all for being such large panels. I've seen significantly better slowing from construction panels of about the same size. 4. After the bottom stage is destoyed there are a bunch of "phantom" forces around the capsule which I can't figure out what they are from. 5. The capsule hits the mountain range at break-neck speeds, there still are flames but considering the entry speed & angle (pretty shallow) from a failed orbit this is very unexpected. Frequency: I'd say this happens about every 3 rentrys but "why" I'm not sure but I've dive boomed from mun at like 70 degree angle and survived no problem using heat sheilds and parachutes. Heck, I've done it without either so its odd their are other re-entries that are like this. Very inconsistant. Included Attachments: .ipsImage { width: 900px !important; }
  23. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: AMD 5800x | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 Started using Fairings as I build bigger rockets and this happens, the fairing is "split" or fractured and its not protecting the payload (as you can see from the heat on the dish inside the fairing). This has happened a few times now which sort of makes fairings pointless... not sure if this effects drag but I highly suspect so as well. Included Attachments: .ipsImage { width: 900px !important; }
  24. Reported Version: v0.2.0 (latest) | Mods: none | Can replicate without mods? Yes OS: Windows 10 Professional | CPU: AMD 5800x | GPU: Zotec 3070 with improved fans. | RAM: 64GB CL14 Transferring Fuel between Lander and Orbiter, there is only 1 X200-32 tank on board, but when I tried to remove it form the transfer it wouldn't remove itself and the ///1/// List started to list more X200-32 tanks. As you can see in the photo there are now listed multiple X200-32 tanks AND the orginal X200-32 tank has NOT been removed from the transfer window after the transfer was completed. Included Attachments: .ipsImage { width: 900px !important; }
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