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cttw

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Everything posted by cttw

  1. Rapid deployment/testing is a huge efficiency multiplier! With this and the autopilor lander, you are on fire Kramer! Great job!
  2. There is a limit on the number of lights (maybe only spotlights) that can be rendered by the engine in the same scene.
  3. I am a card carrying TAC user hell yeah and it is by far the best LS mod. Simply because food and water and oxygen are very different things. When you think of life support you are thinking of packing enough on your mission so that they will last until your kerbals get back, and for that of course USI Life Support pretty good. But when you consider creating a permanent colony somewhere with USI Kolonization and have to start thinking the production cycles for water food and oxygen, that's when TACLS really shines and "supplies" turns out to mean nothing.
  4. Is there a way to make this mod account for airbrakes? I've been doing a lot of laythe landings and I found that Trajectories is pretty accurate if I don't deploy airbrakes, but if I do deploy them they are not taken into account. I've fidgeted with the prograde/retrograde setting with the airbrakes deployed but it still didn't seem to take them into account. Airbrakes is how I reentry things that are not round. Many thanks for this awesome plugin.
  5. I'm getting a lot of display artifacts, starting at around 8km and continuously going up. http://imgur.com/MDGqQY5 Linux 64, with or without scatterer (screenshot is without). - - - Updated - - - Also water is too transparent? http://i.imgur.com/Lvf30OV.jpg
  6. Why would anyone be using this mod if they wanted a 90% science reward cut??
  7. At the start of a new career I use the transfer window planner to add alarms for every transfer window. Then I do mun/minmus missions until the first one comes up. It doesn't take a whole lot of science to pay for the mission and more.
  8. This mod is awesome and it seems to be the only one properly using RPM features. I know this may be annoying, but since nobody has done anything comparable to this capsule, would you consider making a cockpit-ish alternative, where the pilot faces the main direction of ship movement? I know there are cockpits with RPM iva's, but nothing that compares to ALCOR. Thanks.
  9. Love this mod! My space program is planned around transfer windows, just as it should be.
  10. With a simple single stack ship I set my periapsis to 30k to airbreak and ended with more apoapsis than when I started. Now I'm lost.
  11. Thanks FreeThinker, the change might be cause by something else then.
  12. I am not Szara but if they are talking about the same thing I saw, I might be able to explain. There are Universal Storage slice-shaped parts (science experiments) that show up on a different tech node depending on wether or not KSPIE is installed.
  13. This is an idea I've been tumbling around my head, and unfortunately I won't be able to implement it. However if someone else wants to do it, go right ahead. So the basic idea is that instead of running the space program of the Kerbal civilization, you are now a private spacer in the near future of space resource exploitation, at a single system level. Here's some gameplay elements: - Mod Space Stations (and ground sites) could be created to simulate a space economy/infrastructure - The player has a bank balance that he earns by mining or transporting, either at fixed prices (per station) or contract dependent, like deliver some large amount of stuff - The challenge would be in finding and economic place for yourself in the system and creating ships/mission plans that still turn a profit. - You can design new ships at buy them. They could be cheaper if bought in Kerbin, but then they must reach orbit to buy fuel at a station, or you could buy them in orbital shipyards for extra cost but free from the gravity well. - Some of the stations / ground sites / parts could become available over time to increase choices and goals. - The economy should allow for someone to capture an asteroid and park it by the asteroid dust buying station at considerable cost, but at the same time without crashing the economy, like reducing the price of stuff you sell enormous amounts of. - You can buy fuel from stations or you could drop Karbonite-style refuel probe landers that continuously produce fuel so that you dont have to timewarp a year and lose your contracts. Game situations: - Starting tech is crap, but you manage to create a moon mining infrastructure that will drop parachuted loads of cargo into kerbal at considerable cost. - Orbital shipyard is now up in Kerbin and you now deliver larger amounts of moon stuff on a single ship that does not have to take off from Kerbin ever. - You took a big contract to deliver cargo to Duna, and now you ferry minerals from Ike while you wait for a return window. At the last moment there is a passenger transport contract that requires a pickup from Duna surface which would require another trip to refuel at your ike refuel probe. Do you have time to do it inside the return window? - The Laythe colony hungers for resources but lack of access to an orbital spaceyard makes every mistake very costly. - Warp drives make outer planets available for direct trading and exploitation, but realistic reentry makes burning off that excess delta-v difficult on a heavy freighter. Later stuff: - NPC ships in the economy, at least those within sensor range and in the map view. - Hired crew with special abilities like bargaining, prospecting, engine tuning, navigation, etc. Thanks for reading.
  14. Yes I meant for a spaceplane that visits different atmospheres.
  15. Can we get a smart part that triggers on the presence/absense of atmosphere?
  16. This mod is awesome, and tenfold is not 2^10. That is 1024 fold.
  17. It's not 10 times easier, it's 10 times less grindy. There is a vast difference.
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