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Everything posted by Sean Mirrsen
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time warp isn't cheating
Sean Mirrsen replied to Buback's topic in KSP1 Suggestions & Development Discussion
All it'd take to stop you is an encrypted save file. The difference between waiting a long time and changing the save file is that waiting a long time is a legitimate gameplay mechanic. A core gameplay mechanic, even, considering that "waiting for a year" is the only way to get to Eeloo. When a core gameplay mechanic renders a proposed feature broken, then that feature has to at least be heavily revised before being used.One way to do that would be the same "science cutoff". Essentially, diminishing returns. The ISS isn't generating scientific progress by itself - people bring materials there and conduct experiments. So a space station would be just that, a place where you can bring stuff to test or experiment with. Any given experiment lasts a long time, and generates less and less science as time goes on, up to a certain maximum. So you still have "science over time", you just have a hard limit on how much a given experiment can give you, although you're more likely to stop much earlier than that when the rate of science point acquisition drops to a point a week. -
Not sure what sort of versatility it adds, but to me, mostly, it adds a few seconds to the placement of every container. I can far easier surface-attach the bracket precisely. Still, that's just a few seconds, and not tremendously difficult. It'd be better if some different kind of system could be used for this. Or if the stack nodes deactivated if placed facing a surface.
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[1.2] Procedural Fairings 3.20 (November 8)
Sean Mirrsen replied to e-dog's topic in KSP1 Mod Releases
I think we need more texture options for the fairings. At least a heat shield option, too. Because this is quite awesome. I am tempted to make all my future spaceplanes out of nothing but interstage adapters. Also, the "decouple" function on the interstage adapter does do something! It severs your control of anything behind the adapter, without actually disconnecting it from the ship. Or maybe it's just this plane. Perfectly steerable with just the canards, despite everything beyond the cockpit being nonresponsive. -
[1.2] Procedural Fairings 3.20 (November 8)
Sean Mirrsen replied to e-dog's topic in KSP1 Mod Releases
It decouples whatever is mounted on top of the fairings, I'd assume. -
[1.2] Procedural Fairings 3.20 (November 8)
Sean Mirrsen replied to e-dog's topic in KSP1 Mod Releases
Only for engines, and whatever you can make out of the structural panels. If they existed in the stock game, there wouldn't be a need for fairing mods. -
[1.2] Procedural Fairings 3.20 (November 8)
Sean Mirrsen replied to e-dog's topic in KSP1 Mod Releases
Well, no rush on the procedural wings (kinda have another mod for that at the moment), but procedural fuselages could help a lot. Especially with mirror symmetry and a "heat shield" shell/fuselage casing, for use with Deadly Reentry, so you could have a shielded bottom and a regular, opening top. The cargo bays can already be sorta made with the Infernal Robotics plugin. Just lock the fairing shape and stick them onto hinges. -
[1.2] Procedural Fairings 3.20 (November 8)
Sean Mirrsen replied to e-dog's topic in KSP1 Mod Releases
I wonder if anyone's created an improved Kessler Syndrome Generator with the Interstage Adapters yet. Also, I'm quite fond of this mod. Very aesthetically pleasing, and likely effective in FAR as well. A question I'd like to ask is, exactly how difficult is this sort of thing to extend to other kinds of cross-section shapes? I'm thinking Mk2 and Mk3 spaceplane fuselages, specifically, or even more specifically a kind of a procedural "cargo bay", using inline fairings or an interstage adapter, intended for mirror rather than radial symmetry. -
In general, I consider the two nodes the bracket has to be a hindrance. Even with careful placement, the containers always jitter between the two nodes when I'm placing them. They're just too close together. It's easier to use angle snap to position brackets on surfaces accurately than to constantly struggle with placement of containers.
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I wonder, is it possible to rework the Pipe Connector part to work as a bi-directional engine? As in, an actual fuel pump. It wouldn't connect two craft into one any more (removing the problem of connected bases), and would now instead transfer any resources available on the connected craft, one side drawing resources, like an engine, and the other side adding resources, like the Kethane Converter. Implementation would likely require that it transfer all resources it can reach on one side and store on the other, necessitating that the source craft turn off the flow of resources it needs to keep. Perhaps even a separate lightweight "wire" connector to transfer electricity, for authenticity.
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Warned, be capable of saving, but will it still load and attach afterwards? I'm guessing yes, but I don't remember anymore. I'm using the built-in system, it works pretty much perfect for me. Except of course that bug, but ultimately it rarely ever bothers me. Just need to exercise a bit of forethought if designing a subassembly booster or spaceplane.
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You can just connect the ships with pipes, then strut them together. Pipe-connected ships will count as one ship, so struts will work. Thus, you can reel a ship in, lock the winch, set up strut connectors, connect pipes - at that point the ships become one - and then connect the struts. edit: also, I very much recommend using ModuleManager to alter large sets of parts. It's what I used to add Kethane integration for Near Future Propulsion. KAS parts can be altered in the same way.
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The correct choice is missing from the poll. "The Career Mode is currently incomplete and will be more fleshed out in the future."
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I'll repost this idea from the KAS thread here, because it's equally relevant here. How about a set of KAS-compatible Kethane parts? Specifically, a set of a scanner, drill, and converter, collectively small and lightweight enough to be packed into two small KAS containers, and assembled and activated on EVA. The chiefest problem with this, as I've found, is that Kethane parts cannot be activated from EVA, requiring a control part. Well, that and the fact that the kethane converter might have trouble with feeding fuel through a pipe. But the lack of EVA functionality is the main hurdle. If it were added, the other problems could be theoretically resolved with relative ease.
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Can you try to toss out all mods but KAS and try again? Just to see if it's interference of some kind. Make sure to start a new game too. edit: also. I have been thinking a little. And... well, there is no better way this idea could have gone, with Majiir managing both mods now. Basically... I think what this pack needs is a mobile Kethane rig. Mobile as in "packs up into two small containers at most". Here's what I think it should have. Mobile Kethane Detector: A backpack with a kethane scanner antenna and a tiny amount of electric charge storage. Maximum scan range: 500m. Can be turned on and off from EVA. Can be radially attached. Proposed size: 8. Portable Kethane Rig: Basically a smaller and lighter version of the radial Kethane drill, coupled with a small container for Kethane. Horrendously slow mining speed, and can't actually work unless it has a solar panel or some other electricity source attached to it. Proposed size: 30. Portable Kethane Converter: A highly inefficient, but very compact Kethane Converter. Can basically only trickle-convert Kethane, but still does it. Proposed size: 16. The above setup allows an emergency trickle-refuel station to be built, using the contents of a single 80-point KAS container, or two 40-point containers. Broken into two containers, this would be: 1st container: 30p Kethane Rig, 10p 1x6 solar panel array 2nd container: 16p Converter, 8p Detector, 2x8p Pipe Connectors Presumably, a Kerbal would make trips, either on foot, on RCS, or on a mini-rover (depending on what survived the (crash)landing), carrying the Detector, to find a Kethane deposit, and would then deliver the two containers to the site. The Kethane Rig is set down. A Solar Panel, and both the Detector and Converter are plugged into it, giving the contraption enough power storage, power production, and kethane storage to function. Then, presumably, pipe connectors would be used to connect the converter to some form of container for the required type of fuel, preferably to the craft that needs refueling directly. Or some other implementation of the idea. Basically, an emergency, lightweight, and compact, universal Kethane-powered refueling system, that can be either taken along with a lander, or delivered to a stranded craft via a probe.
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Hehe, yeah. I actually wanted to just do a sanity check, to be certain you aren't mistakenly misusing something. Like trying to click on a ghosted container, or something silly like that. Even normal people make surprisingly silly mistakes sometimes. Anyway. What resolution are you playing at? That was another thing I wanted to clear up with a screenshot. Have you made any interface settings changes? What other mods are you playing with?
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I'd tell you to try reinstalling KAS, but as far as I know it doesn't store the container GUI position, so the GUI just being moved off to where you can't see it is unlikely. Can you provide a screenshot of what you're doing exactly? I mean, I know it's kinda hard to screw up "place a container and right-click on it", but just in case.
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Most of the issues mentioned here are easily avoided with a simple crossfeed system that just uses two liquid fuel boosters. No excessive drag, no rotational control issues, no excessive staging either. Also, I was mulling over an idea at one point, that might seem a little silly at first. Basically, rocket propelled drop tanks. Asparagus staging is already that, in a way, but it could be made less infrastructure-intensive. Instead of feeding fuel out of two live boosters, and potentially endangering the ship when staging as the crossfeed needs time to separate, why not fit the ship with simple, dumb drop tanks? Plus boosters. The fuel in the drop tanks would be carefully measured to last nearly exactly to the point where the ship sheds the LFBs, and the inert(ish) tanks are decoupled and parachuted off on their own, without delaying the separation of boosters. The net effect is still the same. Extra fuel for the main stack, plus booster rockets to push the ship and that extra fuel along. Except they're separated instead of being the same potentially dangerous thing. Of course, setting the system up for more than two boosters would be a challenge, but it's not, ultimately, impossible.