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bigyihsuan

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Everything posted by bigyihsuan

  1. I'm pretty sure BDB2 hasn't even begun yet. (KSP2 doesn't even have its modding API set up and specc'ed, the BDB devs are probably waiting on that for BDB2 to even start)
  2. Unrolled: https://threadreaderapp.com/thread/1652451971410935808.html
  3. Since last time... Lunar Flyby Lunar Impactor (twice) A few commsat contracts and a 350t monstrosity of a rocket that can barely get 0.4t to GEO transfer orbit. Features a QuadAble stage powered by 4 AJ10s, a 20m Thor-derived core, and 4x 10m Thor-derived LRBs. Only launch I did with the Monstrosity is a science-farming sat in high Earth orbit. Did you know you need to go all the way to geostationary orbit to get high in space over Earth science? That's a lotta dV that I don't have lol. I'm bottlenecked by science currently, and it's 1969 (very, very behind in tech). https://imgur.com/a/OyNkuO5
  4. @Dakota It has been several Mondays now When will this (admittedly minor issue that can be circumvented by using the light theme) be fixed?
  5. Miscellaneous contracts time: First Nav Sat First Comm Sat Test Comm Sat 1 And had a contract expire on me, stealing all my money. https://gist.github.com/bigyihsuan/1e59e64e7cb36f8759cf0b188b9f90a7 https://imgur.com/a/QWF4jHJ
  6. https://imgur.com/a/7wHrKK5 https://gist.github.com/bigyihsuan/1e59e64e7cb36f8759cf0b188b9f90a7 First launch of the Thor-ish 6-3 carrying a CommSat destroyed by range safety due to a failed LR89 seconds into flight. Meanwhile, another Thor-ish hauls an AtmoSat for a different contract. This AtmoSat gave me just enough science (0.2) to be able to unlock the Lunar Comms node, letting me upgrade my Tracking Station. Second launch of CommSat failed due to the Agena stage failing earlier than expected, with the apoapsis not high enough for the kick motor to get the sat into orbit. And the contract expired. wew. Thankfully an identical contract showed up. Hoping for CommSat-3 will succeed this time.
  7. Solar-powered sat and Polar sat contracts done, with a single mission. As it turns out, this Thor-Ablestar-Ersatz isn't quite enough to get to orbit, so I slapped a separation motor on the payload to kick it into orbit. Next up is a comsat contract, and this thing doesn't have enough dV to do the plane change. So I've built a Thorad-Agena-like with 9 strap-on Castor 1s, but that needs to wait for the 130t launch pad upgrade. https://gist.github.com/bigyihsuan/1e59e64e7cb36f8759cf0b188b9f90a7 https://imgur.com/a/2Wzo2zg
  8. I started the level 2 pad upgrade a bit late, as well as not having enough science/money to unlock the needed tech and parts, so I had to wait for the pad to finish and techs to be researched before I could actually launch an orbiter.
  9. Today: Managed to go bankrupt from tooling too much. Had to cheat in ~200k funds just to get going again. Also got into orbit. It is 1960. I am waaayyy behind IRL by like 3 years. https://gist.github.com/bigyihsuan/1e59e64e7cb36f8759cf0b188b9f90a7 https://imgur.com/a/E2m8Wd4
  10. I'm using the "KSP Dark Red" theme. Code blocks are still not readable because of dark text on a dark background:
  11. Found it, it's Aligned/Formatted Currency Indicators: EDIT: However, it seems to be long dead. Maybe @linuxgurugamer could take a look at this? (The author @xEvilReeperx seems to still be around in the forums, and the link to the source code in the thread is dead.) EDIT 2: It seems the source code is not dead: https://bitbucket.org/xEvilReeperx/ksp_consistentcurrencywidgets/src/master/
  12. See title. Which mod was it that let you change the GUI in the VAB/SPH so that the ship cost indicator and the current funds indicator matched the same style? In stock, the ship cost is a digital display, while the current funds are an old-style odometer-like ticker.
  13. I've decided to dive straight into an RSS/RO/RP-1 run, for the first time. I have used some of the individual components before (RealFuels, Procedural Parts, Kerbal Construction Time), but not in a big package like this. I spent ~4 hours last night, and November 1954, I have completed the Downrange 3000km contract, and unlocked the level 2 60t launch pad. I shouldn't need to do a Corporal stacked on a V2 any more My thoughts on RO so far: Everything being procedural is very, very unfamiliar for me. It feels like I've spent double the time building a procedural rocket, versus quickly throwing BDB parts together. Everything feels fiddly, for some reason. KCT simulations are neat. How can I get it for my non-RP-1 installs? I am very slow (at least according to https://rp1careerlog.azurewebsites.net/), 11/1954 is pretty late. Apparently first orbit IRL is in 1957, so I am behind a bit. Kerbalism science is neat, auto-collect and auto transmit. I wish the BDB tanks and probe cores, at least, were available to make building rockets a little quicker. Lego building blocks and all that, versus the 3D-printing of Procedural Parts. I'll be uploading my career logs in a Gist: https://gist.github.com/bigyihsuan/1e59e64e7cb36f8759cf0b188b9f90a7 And to the RP1 Career Tracker: https://rp1careerlog.azurewebsites.net/?careerId=644846f1763150b279354eec https://imgur.com/a/Hb2UeHA
  14. Some packs are built for JNSQ scale, some are built for stock scale, some are built for real scale (RSS, for example). It depends on the pack.
  15. I like having a master parts list, but I prefer the right-click tweakable menus from KSP1 better. You click on a part, and a small menu pops up, versus the gigantic parts manager. The parts manager definitely needs some better way of filtering parts, it shows all the parts in the craft currently.
  16. To be fair, the maneuver nodes in KSP1 doesn't do this, either. I've been having this as well, it's pretty annoying. Hopefully it gets fixed next patch.
  17. hehe, I mostly miss the 1.825m parts.
  18. Making History Is this part in KSP 2? 5m Parts Yes Everything else No
  19. cause issa joke More seriously, it's still too early for something as big as MechJeb to be made yet. We don't even know what sort of modding API and tools we're getting yet. It's literally been only 5 days since first release.
  20. It would be real nice to have an official ModuleManager; you wouldn't need to install another mod and you could just write a quick patch into a text file, put it into GameData, and KSP2 will load it like everything else. If we could also not use the Module Manager syntax, maybe use JS/TS/JSON or something that's not MM syntax, that would help with accessibility a little bit.
  21. I've been around in the modded Minecraft community long enough to see us balkanize ourselves by MC version and mod loader many times. 1.2.5, 1.7.10, 1.12, 1.16, 1.18 and beyond; Forge and Fabric (mainly). All you get with this splitting is that mods either: Stay and continue to be developed on a specific MC versions. Get abandoned on an old version and continue to be developed on newer MC versions. Get abandoned entirely in favor of the other mod loader. Get abandoned entirely because the mod author doesn't have the time to keep up with the plethora of mod loaders and MC versions. All of these are not ideal, and all you get is annoying players rudely requesting ports to X version and/or Y mod loader, and exasperated mod authors that eventually give up and never touch the MC modding community again. KSP1 was an anomaly in my view, because you can use old mod for an old version and usually it'll work with few (new) bugs on the newer versions. I really don't want to see "mod loader wars" in KSP, because I don't want to deal with that feeling of "oh that seems like a cool mod; oh, it's for an incompatible mod loader/version..."
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