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Everything posted by Whirligig Girl
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What would you like in .26?
Whirligig Girl replied to CDK's topic in KSP1 Suggestions & Development Discussion
Fix this to say 0.90.0 please, OP. -
Rocket engine ISP as thrust.
Whirligig Girl replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
Really lowering the mass of the engines would only be relevant if/when Kerbin is scaled up to 6.4x scale, along with a better mass ratio. -
Bug report: Returning to Kerbol while orbiting Duna that is orbiting Kerbin. The line for Duna's orbit is where it should be, but Duna continues to orbit Kerbin above it's SOI, until the spacecraft leaves the SOI of Duna and Duna snaps back to it's orbit. And the orbit of the spacecraft itself is pretty darn weird as well (perhaps just due to Floating Point errors, as I was on high timewarp when Duna snapped back, but perhaps not) Also, a minor bug is that orbits can have apoapsises that are above the SOI of the planet. This is actually pretty cool though.
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My dream for this mod. Once you're in Solar Orbit, you have to set seed on a Navigation Computer, then you have to point at a seed-based "randomly" generated maneuver node and activate the warp drive. Then you'd get a loading screen/Game freeze while the seed is being generated (or, perhaps it's while the ships scanners map the system ). Textures, Terrain, and ScaledSpace meshes would probably be saved for only two or three systems at a time, so you could warp back and forth from two systems without regenerating the textures and terrain.
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https://twitter.com/Maxmaps/status/524974197551149056 I'm now actually pretty disappointed that there will be no engine perks of any kind. My only objection was making it passively increased instead of unlocking a higher throttle setting or allowing EVA interaction.
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After reading over what Maxmaps said; I have this to say. Just PLEASE don't make it a passive effect that increases the thrust of all throttleable engines. Even if no EVA interaction is required, at LEAST make it a button on the Flight GUI that lets you overthrust the engines. I remember the RCS L.E.D. on the Navball used to read "OVR THRST". There's even a bit of extra space on the throttle indicator on the Navball. Ideal is that "Z" Key defaults to 100% thrust, but "SHIFT" can throttle up further, and how much further is depending on the situation and the Kerbal's skill level for that trait. A Kerbal might be able to increase the thrust up to 130%, then when they reach Vacuum he cuts back down to 100%. Do. NOT. Make. It. Passive. I can deal with this perfectly fine if the boost is something the player has control over.
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This is just wrong, Max. I am absoulutely 100% an advocate for Gameplay over Realism. Gameplay should ALWAYS come first. However, This wouldn't be very fun from a simulator standpoint OR a gameplay standpoint. The simulator part has already been covered, but for gameplay the implications are perhaps even worse. Okay, maybe not worse, but certainly almost as bad. If the plan is to make Kerbals passively (as opposed to something that can be activated in-flight or for a short boost) increase thrust and/or efficiency, then you create an incompatibility for ship designs in save files. The ONLY way to do this while still having an ability to boost Isp and Thrust is for the player/kerbanaut to have active involvement with it. Imagine the scenario. You're barely in Duna Orbit. You drastically underestimated the fuel requirement, and if you could increase the Isp you might be able to salvage the mission. It's going to cost you, but not nearly as much as sending a rescue mission. Among your brave Kerbals, one of them is an engineer. He puts on his EVA suit, gets out of the airlock, and carefully climbs down to the engine. With his wrench, hammer, and screwdriver secured in the Hammerspace pocket on his jetpack, he begins to repair the engine. The modification will decrease the maximum thrust of the engine, but the Isp has been improved by almost 10%. The Engineer Kerbal carefully climbs back into the command pod as the escape burn window approaches. The engine also runs a bit hotter now due to a few removed bits of the engine, but it's efficient enough to almost complete the burn, where the RCS Fuel can be used for fine tuning. The Engine will not be recovered for a very high return value, it's been so heavily modified it may need rebuilding. And it won't be good reputation with the manufacturer of the engine if you had to go out and modify it. But only THAT Kerbal can do it, because he is the only Kerbal who can repair or modify things on that mission. EDIT: We're not talking about the small vocal minority who won't stop until KSP becomes Orbiter 2; we're tanking about MOST of the KSP community. Almost no one wants a passive buff on Isp and Thrust. Some people don't want the ability to change Isp or Thrust at all; but if it is something that is optional and involves actual skill not just for the Kerbal but the Player as well (Stationkeeping very close the the engine using an RCS pack for 15 seconds while he modifies the engine, for example)
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Rocket engine ISP as thrust.
Whirligig Girl replied to sal_vager's topic in KSP1 Suggestions & Development Discussion
Maybe engines should be able to over-throttle to compensate for the loss of thrust, but doing so causes Overheating, followed by Rapid Unplanned Disassembly. Or just a further loss of efficiency by fuel flow? -
Well that's pretty cold. Anyway, reusability in KSP actually has a similar effect to real life. We just haven't actually gotten around (as humans) to building many reusable vehicles. The other idea is the "Big Dumb Booster", which also works well in KSP, considering that SRBs are dirt-cheap. The closest thing to Big Dumb Booster that we've ever had was perhaps the N1 Rocket. According to wikipedia: "In general, Russian rockets are closer to the BDB concept than their US counterparts. US rockets tend to be built of the most modern, lightest materials available and to extremely tight tolerances, using often purpose-built custom parts, resulting in great expense. Many of them require very careful handling to avoid being damaged while on the ground. Russian rockets, on the other hand, tend to be built more heavily, and are easier to handle. They are built with larger margins of strength and to looser tolerances." Although the game makes no distinction between the materials used; but I can prove using mathematics that using several Jumbo-64s is more expensive than using one S3-14400. -Liquid Fuel in a Jumbo-64 is 2880 LF, S3-14400 has 6480 LF. -2.25 Jumbo-64s have 6480 LF. -2.25 Jumbo-64s cost $28800. -1 S3-14400 costs $22800. -22800<28800 Therefore Using Jumbo-64s is more costly than using S3-14400s.
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That's why my suggestion allows a boost that can be tuned by an engineer, rather than an all-around boost in Thrust/Isp; It allows a balance between Thrust and Isp to be fine-tuned by EVA. Higher thrust reduces efficiency.
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Well, probes are meant to be inferior to Kerbals.
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That's why my idea adds downsides, so that Kerbals with different experience have less downsides. Maybe letting new Kerbals fly after a long time of the same Kerbals flying would add a reputation boost, even enough to counter my proposed reputation boost from Pilot-Kerbal return.
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Note: Pasted from Devnote thread. Just thinking out loud here, I might copypasta this into the suggestions forum. Basically I'm imagining what the Kerbal Traits are and what skills they provide. I'd also kind of like to see a training bit in the Astronaut Complex for minor increase over time in Kerbal Skill level, or perhaps instant for a funds decrease. In my imagination, the Kerbal skill level for each trait increases and that increases how much effect their skill can have. Notice that all traits also have a downside that scales slower than upsides. Scientist *Skill can be increased by doing science. The lower the stupidity, the quicker this Trait increases. + xxx% Science on experiments done with this Kerbal on-board. + xxx% Transmission Boost on data analyzed in the Science Lab. - xxx% Reputation Gain for Recovering this Kerbal. (Scientists are too nerdy/antisocial to be fun, right Kerbal public? Perhaps a strategy can be used to advertise science to the public that makes scientist Kerbals get normal reputation for recovery.) Engineer *Skill can be increased by docking, flying, and repairing wheels/solar panels/repacking parachutes *Skill is gained somewhat faster with higher courage and stupidity. *Can EVA to scale a slider for Thrust and Isp balance, where there is a trade-off. *The amount that Thrust/Isp can be rebalanced is related to the Engineering skill level of the Kerbal. *Only Kerbals who can repair Solar Panels and Battery-Packs. - xxx% Funds recovered from modified parts. (Parts need to be rebuilt from these stupid modifications!) Pilot *Skill can be increased by total time spent maneuvering a craft. (Actually pressing buttons on the keyboard) *Skill is gained faster with higher courage. + xxx% RCS Thrust on Rotation. (Not translation though, because that would alter Delta-V!) + xxx% Reaction-wheel responsiveness. (Also default reaction-wheel responsiveness is decreased. They're too OP!) + xxx% Reputation gain for successful return to Kerbin. + xxx% Reputation Loss for This Kerbal's death. BadS *Default skill for BadS=True, though a high enough Piloting skill can unlock this trait. *Skill increases by pulling high gee-forces, going to new places for the first time, Command-Seat Flight in a thick atmosphere, and time spent maneuvering a craft. *Skill increases very slowly unless Courage and Stupidity are both at or over 50%. +xxxxx% Reputation Gain for successful return to Kerbin. +xxx% Increase in Crash Tolerance of parts, due to magic because This Kerbal is just that awesome. +xxxxx% Reputation Loss for This Kerbal's death. ... and more, I guess. Just a few thoughts. Also, I like making lists! I'm not sure about BadS's increase of crash tolerance, but at least it doesn't affect Delta-V or TWR. That's the one thing I don't want, is for Delta-V or TWR to be passively changed by Kerbals on the ship. That's why I but BadS in spoiler tags, because it's not really that great an idea to passively change anything on the ship without direct involvement. EDIT: Maybe those would be some coo traits to add.
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Still, that'd down to how you as the player as the Kerbal pilot the ship. Different players (different "Kerbals") will use different fuel reserves depending on his/her skill.
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Note: Pasted from Devnote thread. Just thinking out loud here, I might copypasta this into the suggestions forum. Basically I'm imagining what the Kerbal Traits are and what skills they provide. I'd also kind of like to see a training bit in the Astronaut Complex for minor increase over time in Kerbal Skill level, or perhaps instant for a funds decrease. In my imagination, the Kerbal skill level for each trait increases and that increases how much effect their skill can have. Notice that all traits also have a downside that scales slower than upsides. Scientist *Skill can be increased by doing science. The lower the stupidity, the quicker this Trait increases. + xxx% Science on experiments done with this Kerbal on-board. + xxx% Transmission Boost on data analyzed in the Science Lab. - xxx% Reputation Gain for Recovering this Kerbal. (Scientists are too nerdy/antisocial to be fun, right Kerbal public? Perhaps a strategy can be used to advertise science to the public that makes scientist Kerbals get normal reputation for recovery.) Engineer *Skill can be increased by docking, flying, and repairing wheels/solar panels/repacking parachutes *Skill is gained somewhat faster with higher courage and stupidity. *Can EVA to scale a slider for Thrust and Isp balance, where there is a trade-off. *The amount that Thrust/Isp can be rebalanced is related to the Engineering skill level of the Kerbal. *Only Kerbals who can repair Solar Panels and Battery-Packs. - xxx% Funds recovered from modified parts. (Parts need to be rebuilt from these stupid modifications!) Pilot *Skill can be increased by total time spent maneuvering a craft. (Actually pressing buttons on the keyboard) *Skill is gained faster with higher courage. + xxx% RCS Thrust on Rotation. (Not translation though, because that would alter Delta-V!) + xxx% Reaction-wheel responsiveness. (Also default reaction-wheel responsiveness is decreased. They're too OP!) + xxx% Reputation gain for successful return to Kerbin. + xxx% Reputation Loss for This Kerbal's death. BadS *Default skill for BadS=True, though a high enough Piloting skill can unlock this trait. *Skill increases by pulling high gee-forces, going to new places for the first time, Command-Seat Flight in a thick atmosphere, and time spent maneuvering a craft. *Skill increases very slowly unless Courage and Stupidity are both at or over 50%. +xxxxx% Reputation Gain for successful return to Kerbin. +xxx% Increase in Crash Tolerance of parts, due to magic because This Kerbal is just that awesome. +xxxxx% Reputation Loss for This Kerbal's death. ... and more, I guess. Just a few thoughts. Also, I like making lists! I'm not sure about BadS's increase of crash tolerance, but at least it doesn't affect Delta-V or TWR. That's the one thing I don't want, is for Delta-V or TWR to be passively changed by Kerbals on the ship. That's why I but BadS in spoiler tags, because it's not really that great an idea to passively change anything on the ship without direct involvement. EDIT: Maybe those would be some coo traits to add.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
What ever happened to that Science Lab IVA? -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
Only STX is broken, but no stockalike mod looks good compared to this. -
Bill, Jebediah, and Bob.
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
ty are side by side in the mk3 iva. -
I didn't think it was Skunky.
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Obviously KSP has a few mixed in sci-fi references in it's names for the planets. EVE Online, perhaps? Now, I remember when they were showing off Pol on a livestream over two years ago (The old KerbalSP official Channel on Twitch, not KSPTV). They didn't know what to call it, but someone suggested that it looked like pollen. Later, they announced that they named it Pol. Perhaps there is another reason why. HERE is an article on the Atomic Rockets website. Scroll down to "Used Spacecraft Yard" section and you will find that one of the characters in this old SF story written by Heinlein was named Pollux, shortened to "Pol". I just thought that was an interesting tidbit that I could share. Also, shows proof that I'm a KSP Veteran because I remember that ancient livestream!
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
Also, can you make an alternate RT-10 where the SRB has only one nozzle? I can't think of any SRB with more than one nozzle aside from something like the Launch Escape System.