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Everything posted by Corona688
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I believe they have a website, https://kerbalspaceprogram.com Click the support tab and they have several emails.
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How do you use the kickback? It gives me trouble. Very difficult to control and super-expensive. One of my favorite small-payload boosters is seven BACCS in a star. Four fire, then three. It's difficult for me to improve upon cost-wise.
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I just stick a linear on the bottom of things and hit H. You can move it to the exact center with the 'move' tool with snap on. If you felt like being fancy you could make it available as an engine under advanced tweakables. I like the Ant. It can do amazing things for tiny probes. It's like a poor-man's ion drive.
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Destroyed, sure, but how would you create them? That's part of the probe's flight computer, which can't receive anything but one-word commands like "start", "stop" under limited control. Yes, part of the flight computer. It's why you can't create nodes for debris, and how advanced probe cores can follow targets under limited control.
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Electric Engines
Corona688 replied to Triston777's topic in KSP1 Suggestions & Development Discussion
The Dawn is a space engine with 100 kilowatts of power output. The problem is hooking it to an 8-ton payload -- and also the not-being-in-space part. When it's not in space you get the unaided thrust of a bunch of pressurized xenon tanks. Also, xenon tanks are heavy. Electric wheels do a lot more, if you consider them engines. Mods tend to be made with excessive realism in mind -- that or no realism in mind. Electricity is also the hardest thing to balance because it never was balanced in the first place. For aircraft, jet engines are so good it's hard for anything to compete anyway. Is an electric engine really better than a turbojet in any way besides being electric? Engines are just text and data files, you can copy and paste and edit the text to your heart's content. -
End "explore" contracts at "plant a flag"
Corona688 replied to eddiew's topic in KSP1 Suggestions & Development Discussion
You could read that contract as "jump through these hoops then go home". You can also read it as steps 3, 5, 7, and 9 of an Apollo-style landing. Or "leave something neat in orbit on the way home". You are not limited to doing just what the contract pays you to. Think adventurously and selfishly. What can you do with the money they're willing to pay? Station contracts are especially awesome like that. You can send any pile of anything as long as it has 1000 fuel, 6 kerbals, and 9 science instruments. As for opening up other bodies for exploration, that actually used to be a problem. The contract generator does not understand that some destinations are harder than others. -
Make electricity make sense
Corona688 replied to John FX's topic in KSP1 Suggestions & Development Discussion
Electricity has been directly tied to in-game stats ever since they added electric parts for moving things, heating things, cooling things, and generating power from fuel. The only magic left is lamps. -
Make electricity make sense
Corona688 replied to John FX's topic in KSP1 Suggestions & Development Discussion
Batteries are pretty good at dis-charging. A car starter pulls a large chunk of the battery's capacity in seconds. I agree that recharging should be more hassle than it is. You might pick one thing and say "therefore 1EC=1KJ" but electricity is utterly ad-hoc right now. If you look at the electricity consumption of the Communotron 16 and wave a rubber chicken over some physics facts, each unit of EC might be about 10 joules. If you look at the fuel consumption rate of fuel cells vs engines, each unit of EC may be about 40 joules (with a very large margin of error). If you assume the MK1 Illuminator is a 100W bulb(don't tell me its a LED, it has warmup!), each unit of power is about 5 kilojoules. If you look at the electricity consumption of ion engines, each unit of EC is about 30 kilojoules at minimum, probably many times more! I'm inclined to think the lower end of the scale is right, since that's more reasonable compared to in-game solar panels. But as the game was added on, all sense of scale was lost. -
Engine Sound Mod (now with modulemanager)
Corona688 replied to Corona688's topic in KSP1 Mod Development
New in V2: The Spark and the Twitch each have own new, and unique sound! Spark is based upon https://freesound.org/people/Jagadamba/sounds/257055/ Twitch is based upon https://freesound.org/people/OfItAll/sounds/244229/ Please try it and give feedback. Link is in OP. -
Make electricity make sense
Corona688 replied to John FX's topic in KSP1 Suggestions & Development Discussion
Because we already have it, more or less. It just needs a tiny bit more foundation so we can start defining consumption in watts, batteries in kilowatt-hours, and balance everything out so we have 1kwh power, 50w lights, 1000/50 = 20 hours, done. -
Make electricity make sense
Corona688 replied to John FX's topic in KSP1 Suggestions & Development Discussion
Misinterpreted, fair enough, but it's still worth pointing out that the small xenon tanks only have 20 minutes of xenon fuel, not 3 hours. You get my point though - the voltage only changes a small percentage between full and discharged. If the voltage significantly drops, the battery's dead. You could model it as a uniform voltage and an energy level below which everything stops. -
I have a question about stock cfg files and part mass
Corona688 replied to Jesusthebird's topic in KSP1 Discussion
You're too fast for me. I edited myself when someone walked in and proved me wrong. Sorry! BUT Since ISP is related to fuel consumption, that may be where you need to change that. Change the ISP, change the fuel consumption. -
What does "limited" even mean, anyway? What's the difference between limited control and no control?
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How do I do this different yet stay true to the concept?
Corona688 replied to Laie's topic in KSP1 Discussion
It's why we keep all our stations in LEO, we still rely on the magnetosphere to protect them. -
I have a question about stock cfg files and part mass
Corona688 replied to Jesusthebird's topic in KSP1 Discussion
I will note that I discovered recently that the mainsail is horrible for modding. It uses an ancient config file syntax, plus bits of newer syntax which don't actually work, so its very hard to tell which parts of the config file do anything and which parts are just there. I think they left it as-is Try modding the ant engine. -
Make electricity make sense
Corona688 replied to John FX's topic in KSP1 Suggestions & Development Discussion
Its an ION DRIVE. An ion drive with 2 kilo-newtons thrust is absurd. Which is why they have a 2 kilo-newtons thrust, not a more technically reasonable 50 milli-newtons. ...or when you build small. Not everything has to be a kerbal 10 ton monstrosity. -
I got into this because I really hated the sound of small engines in KSP. I now have unique sounds for the Ant/Spider, the Twitch, and Spark! http://burningsmell.org/ksp/ant-mod-v3-1.3.1.zip Requires ModuleManager. Files should be placed in GameData/Monty/enginesound.cfg, etc, etc. License is creative commons / noncommercial / attribution. Sound sources are listed in the cfg file. Feedback is much appreciated.
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KSP Keostationary Orbits broken
Corona688 replied to PrimoDev's topic in KSP1 Gameplay Questions and Tutorials
There are perfectly good reasons why some are computationally difficult. These aren't.- 52 replies
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KSP Keostationary Orbits broken
Corona688 replied to PrimoDev's topic in KSP1 Gameplay Questions and Tutorials
But... why? Isn't KEO the kind of place - a giant orbit on rails - you'd expect to actually work right?- 52 replies
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Make electricity make sense
Corona688 replied to John FX's topic in KSP1 Suggestions & Development Discussion
In vacuum conditions, it can push a grand piano up to 60mph in 5 seconds flat. That is not under-powered. Your spacecraft are just huge. -
OK, this is getting ridiculous. KSP does something awful to all the sound it loads and I've spent 2 hours adjusting equalizer settings, quitting, and reloading to see if it sounds any better. I can't be the only one who's done this. What is the anti-ruination filter for sound in KSP?
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OK, if you put your own sounds through a high pass filter before they go into KSP they come out sounding almost normal. Ramp up from 0db boost to 3db boost from 1K up, and ramp down from 0db to -3db from 1K on down. Or is it the other way around...
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It's a work in progress, but it works! I have to move all the particle stuff to the new syntax too... I've noticed that KSP softens every single sound I use horribly, though D: Even with pitch 1.0 its like its put through a brutal low-pass filter. All the clicks are gone. Is there a ... What is it doing, anyway!? How can I make it not do that?
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I'm trying to modify the sounds of KSP engines. The "ant" was easy enough, but the mainsail is hard: It uses an older syntax and, though, it contains bits of the newer EFFECTS { running { AUDIO { ... } } } syntax, it is wholly ignored. Its like the author tried to design in better sounds but the syntax defeated them. How can I convince the mainsail to use a different engine sound?