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CaptRobau

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  1. Just did some research and found out that Blacky Kerman is very, very heavy. Its mass is referenced in the CFG as 7700 solar masses. I assume this is 7700 times the mass of Kerbol? If so, it might be a bit on the heavy side. There are supermassive black holes like that, but those are in the center of galaxies and create circumstances that aren't very great for closeby stars. Black Karman would be much suitable as a stellar black hole, a single black hole left when a star goes supernova. Those are far less massive: 4-12 solar masses or so. Lowering the mass might also make interstellar travel more doable.
  2. An Isp reduction for the T30 would differentiate it again from the T45 and bring it more in line with other first stage engines like the Mainsail or KS-25x4.
  3. True, I spoke too soon with regards to that. If the planets are already made (stock or PF) it can be used to change their stats.
  4. How can I move the stock moons to other planets/stars with this mod?
  5. A T30 with gimballing and worse Isp is to the T45 what the Mainsail is to the Skipper. Those are clearly different and don't need to be removed. With the changes mentioned, the Mainsail/T30 are the higher TWR/lower Isp first stage engines. The Skipper/T45 would are the lower TWR/higher Isp upper stage engines.
  6. Forgot to add this to above post, but I think it's a nice idea so I wanted to add it: a barometer can be used to map the atmospher. If you get above a certain treshold, you get both science and the ability to get atmospheric trajectory predictions a la the Trajectories mod.
  7. Then you just don't like the look of the Mk2? They obviously work for atmospheric travel and can easily carry a lot of Kerbals to another spot around Kerbal (1 cockpit + 2 crew cabins is already 10 Kerbals you can transport).
  8. Porkjet never made station parts. That's Nertea. Now to what I expect. I think we're done with the spaceplane focus of the last two updates. We'll get our promised parts, but further changes to aerodynamics and such will have to wait until other parts of the game are more fleshed out. My guess is that there will be a big overhaul of science. It's the oldest part of career mode and generally disliked for its grindiness and boringness. Squad also wants to make other planets more interesting (ie. do more than just plant a flag). An overhaul could go a long way to fix both those issues and there have been recent changes that could point to that being in the pipeline. The biome overhaul now allows Squad to rebalance science gathering and the Fine Print contracts make satellites and space stations more viable. They might be planning to continue along that path with 0.90. How might they overhaul science you say? A good way might be to cut down on the number of experiments you'll run, but make each experiment more challenging/interesting to do. Instead of having the Science Jr. do science in space, flight, ground, ocean, etc. that you can easily transmit back, have it be something that you can only get science from by bringing it back to Kerbin or analysing it in a lab. Or have the Gravimeter only work in high orbit, where you have to map the body below. The larger percentage you have mapped when you convert it to a normal transmittable science result, the bigger science payout. A way to make the seismometer interesting would be to make it like the Interstellar mod's impactor probe experiment.
  9. I hope you can get Kopernicus or something else to work, because I was close to releasing a planet adding mod (with your mod used as a teaching tool) but 0.90 made it unplayable.
  10. StarSystems works in 0.90 and has a lot of the features of PF. You can also remove the black hole and two other stars it comes with and it just works like normal KSP, just with the ability to change the planets.
  11. What would it carry? The whole reason the old Mk3 size was scrapped was because it's dimensions barely allowed any different payloads than the Mk2 could. I think it's much more important to have some larger wings/landing gear to fit the large Mk3 parts.
  12. Give the T30 lower Isp and it's solved. Then it'll be like any other lower stage engine: highest TWR of its size (already the case with the T30), but lower Isp. The T45 will then remain the second/upper stage engine it's often used as.
  13. Back when the LV-T30 was introduced, its stats made (some) sense. You could only travel around Kerbin, maybe try to get in orbit. A realistic range of engines wasn't needed, so having an engine that gave you thrust vectoring and one that didn't was okay. Using the T30 on its own made for some fun crashes, entertaining people, and when combined with a T-45 for some control it had a bit of use to get you into orbit. Then the rest of the updates came and changed the entire game, from a simple crash tool to a space exploration game complete with a whole solar system and technogical progression. Yet, the T-30 barely got any attention. As a result it's not getting a lot of use from me. The lack of thrust vectoring means it's useless on its own, especially when it's the engine doing the gravity turn. The rest of the stats are fine, making it a more powerful first stage rocket to complement the upper stage T45 and the vacuum-specialized LV-909 engine. But without a bit of control of its own, it only gets a role as a supporting engine with control surfaces and/or vectoring engines providing rocket control. Aside from nostalgia, I see little basis to keep its lack of thrust vectoring. Virtually all rockets (even SRBs) have some gimbal-like control mechanism, whether it be an actual gimbal or thrust vanes (ex. V2 rocket, Mercury-Redstone). It'd also make it a more interesting engine for early career mode, as it would make it easier for new players to handle liquid-fueled rockets (otherwise they have to wait till the LV-T45) and it'd make those early 1.25m designs more interesting. For more experienced players it would also gain more uses. In conclusion, I suggest adding some (limited) gimbal/thrust vectoring to the LV-T30. Added: to offset the similarity between the growing similarity that the T45 and T30 will have with a gimballed T30, I suggest also changing the Isp of one of the engines. A lower Isp for the T30 is the most logical choice. This would also place it more in line of other first stage engines like the Mainsail or the 25x4.
  14. This no longer works on 0.90. Could you update it? I want to make my RCS+ mod 0.90 compatible and I'm using your mod.
  15. New: Editor Overhaul (Gizmos): * Added Offset and Rotation Gizmos to Editor ([2] and [3] keys) * Added Re-root tool to Editor ([4] key) * Gizmo coordinate system can be toggled between Absolute and Local with the [F] key. * Rotation and Offset gizmos can also snap to angles and to a 3D grid. * Gizmo snap can be toggled to constrain to an absolute grid or a local one depending on coordinate frame. * Holding shift during placement or while gizmos are up will decrease angle snap interval to 5° (from 15°) and grid snap interval (for offset gizmo) * WSADQE keys still work to rotate in 90° or 5° (Shift) increments, and are now more consistent with pitch, yaw and roll rotations. Editor Overhaul (Parts List): * Fully overhauled Parts List UI. * Added Filters system to allow new methods to find parts, apart from the existing category tabs. * Existing categories overhauled into 'By Function' Filter. * Split Propulsion category into Engines and Fuel Tanks. * Added 'By Resource' Part Filter: Lists parts based on resources they contain/use * Added 'By Manufacturer' Filter: Lists parts based on their manufacturers * Added 'By Module' Filter: Lists parts based on the modules (functionalities) they implement. * Added 'By Tech Level' Filter: Lists parts based on their corresponding Tier on the Tech Tree. * Custom Filters (and subcategories) can also be created and edited for user-made collections of parts. * The Parts list can now be sorted based on several criteria (to organize displayed parts after filtering). * Added Sorting by Size to parts list * Added Sorting by Cost to parts list * Added Sorting by Mass to parts list * Added Sorting by Name to parts list (default) * Subassemblies can also be sorted and arranged into custom categories. Editor Overhaul (General): * The VAB and SPH are now based on a single scene. * Editor Logic fully overhauled and rewritten using the very reliable KerbalFSM framework used for character animation and many other systems in the game. * Most editor Keyboard inputs are now remappable. * All Craft files can now be cross-loaded in the VAB and SPH. * Crew assignment is now fully persistent during construction, including detached parts. * Vastly improved placement logic for angle-snapped parts. * Symmetry methods can be toggled between Radial (VAB) or Mirror (SPH) using the [R] Key * Radial Symmetry coordinate frame can also be toggled with [F] key. Upgradeable Space Center Facilities: * All KSC Facilities can now be upgraded through levels (currently 3 levels implemented for all facilities). * Added new models for KSC facilities at each level. * KSC Facilities now start at level 1 (in Career Mode), and can be upgraded to top level separately. * Upgrading Facilities costs Funds, lots of Funds. * Repair Cost of destroyed structures varies depending on facility level. (Higher-Level Facilities are more expensive to repair) KSC Facility Upgrade Effects: * Vehicle Assembly Building / Spaceplane Hangar: - Increase part count limit - Unlock Basic and Custom Action groups * Launchpad / Runway: - Increase Mass Limit for launched vessels - Increase Size Limit for launched vessels * Tracking Station: - Unlock Patched Conics in Map View - Unlock Unowned Object Tracking * Astronaut Complex: - Unlock EVAs off of Kerbin's surface. - Increase Active Crew Limit - Unlock Flag-Planting during EVA * Administration: - Increase Active Strategy Limit - Increase Strategy Commitment Limit * Research And Development: - Increase Max Science Cost Limit - Unlock part-to-part Fuel Transfer - Unlock EVA Surface Sample experiment (requires EVA on Astronaut Complex) * Mission Control: - Increase Max Active Contract Limit - Unlock Flight Planning (Requires Patched Conics in Tracking Station) Space Center (General): * All KSC Facilities in all levels are destructible (except level 1 runway and level 1 launchpad, which are indestructible). * Hold Ctrl while Right-Clicking over KSC Facilities to display 'extra' options concerning upgrade levels. * Expanded Context Menu for KSC Facilities, to allow upgrading and viewing the current (and next) level stats. * Hovering over the Upgrade button on the Facility Context Menu will display stats for the next level. * Space Center ground sections and Crawlerway change levels based on level of neighboring facilities. * The Flag Pole in front of the Astronaut Complex will change levels based on the average level of all KSC Structures. Facility Interiors: * Editor scenery now loads independently of the editor scene. * Exterior Scenery (out-the-door view) loads based on current editor Facility (VAB or SPH) * The KSC as seen from the editor facilities will change to reflect current level and destruction state of visible facilities outside. * Interior Scenery loads based on current editor Facility and Facility Level. * Added new 3D interior scenery for Level 1 and 2 VAB * Added new 3D interior scenery for Level 1 and 2 SPH * Added new 2D interior backdrops for Level 1 and 2 Astronaut Complex UI * Added new 2D interior backdrops for Level 1 and 2 R&D UI (Archives Tab) * Added new 2D interior backdrops for Level 1 and 2 Mission Control UI * Added new 2D interior backdrops for Level 1 and 2 Administration UI Parts (Mk3 Spaceplane Set): * Added 15 new 'Mk3' parts: - Mk3 Cockpit (IVA is blank atm) - 3 Mk3 Rocket Fuel Tanks (2.5m, 5m, 10m versions) - 3 Mk3 Liquid Fuel Tanks (2.5m, 5m, 10m versions) - Mk3 MonoProp Tank - Mk3 Crew Tank (holds 16 Kerbals, IVA is blank) - Mk3 - Mk2 Adapter - Mk3 - 1.25m Adapter - Mk3 - 2.5m Adapter (slanted) - 1.25m to Mk2 Adapter - 1.25m to 2.5m Adapter - 1.25m to 2.5m Adapter (slanted) - 3.75m to Mk3 Adapter - Mk3 Cargo Bay Long - Mk3 Cargo Bay Medium - Mk3 Cargo Bay Short * Old Mk3 cockpit, fuselage and adapter removed. Parts (General): * Struts and Fuel Lines now use a common base system called CompoundPart. * New CompoundPartModule base class added to provide functionality for parts based on CompoundPart. * Added CModuleLinkedMesh CompoundPartModule, handles the mesh objects connecting between both ends of a CompoundPart. * Added CModuleStrut, creates a physical Joint between both ends of a CompoundPart * Added CModuleFuelLine, creates a fuel re-routing between both ends of a CompoundPart. * LandingGear and Rover Wheels 'Invert Steering' option now changes to 'Uninvert Steering' when inverted. * Part-to-Part Resource Transfer now possible between more than 2 parts. (In/Out options will push/pull from all other selected parts evenly) Kerbals: * Kerbals now have Skills they can develop. * Kerbals now gain experience after returning from missions. * Kerbal Experience is needed to level up crew skills. * Added Scientist Skill. Scientists increase recovery value of collected data, transmission value of uploaded data and the lab boost factor (when manning a lab). * Added Engineer Skill. Engineers are able to repair broken parts like Rover Wheels and repack parachutes. * Added Pilot Skill. Pilots provide SAS features at various levels. Basic SAS is available as long as at least one pilot is aboard. * Crews in the Astronaut Complex can now be Sacked (if available) or given up for dead (if missing). SAS Overhaul: * SAS is no longer available in any vessel for free. A pilot or an operational SAS-cabable probe core are needed for SAS to be available. * Level 0 pilots and basic probes provide basic SAS functionality (kill rotation) * Higher level pilots and more advanced probes provide new Autopilot Functions. * Added new Autopilot System featuring 8 modes: - Stability Assist (Basic SAS) - Prograde/Retrograde Hold (Level 1 Required: Automatically orient and maintain attitude towards prograde or retrograde vectors. - Radial In/Out, Normal/Antinormal Hold (Level 2 Required): Automatically orient and maintain attitude towards R+, R-, N and AN vectors. - Target/Anti-Target Hold (Level 3 Required): Automatically orient and maintain attitude towards the selected target. - Maneuver Hold (Level 3 Required): Automatically orient and maintain attitude towards the first upcoming maneuver's burn vector. * AP modes respect the current reference frame on the navball (surface, orbit or target). * Overhauled the existing ModuleSAS part module so it acts as a SAS provider in any level. * Removed ModuleSAS from all parts except probe cores. * Tweaked the R&D tech tree progression for all probe cores. * Tweaked costs and descriptions for all probe cores. * Probe cores set up with progressing levels of SAS service. New Contracts (Fine Print Mod by Arsonide): * Added asteroid redirection contracts. * Added surface outpost construction contracts. * Added orbital station construction contracts. * Added satellite deployment contracts. * Added survey contracts at specified locations on the map. * Fine Print contracts revised and overhauled with new graphics and to follow Career progression. * Fine Print contracts unlock based on KSC Facility level when applicable. * Existing contracts also revised to better follow progression of KSC facilities. * Existing and new contracts revised to be configurable. New Biomes: * Added new Biome Maps to all celestial bodies. * Over a hundred new biomes available in total. * Added cheat menu option to visualize biomes in map view. Misc: * Added a one-page 'Welcome Intro' tutorial module to all newly-started games. * Added new Edge Highlight visual effect when hovering over part icons on the staging UI, or when selecting a new root part or choosing a part to transfer crew to. * Added new Tooltips for several UI controls in the Editor, R&D, Flight and many other areas. * Added new ESA flags. * Improved some of the Loading Screen images. * Added new Craft Stats app to Editor toolbar, to display ship information like part count, total mass and size. * Craft Stats app icon will turn orange if any limit is exceeded for the current editor facility level. * Added new sound fx for gizmos and re-root in editors. * Added new destruction FX for all new facility models. * Added EditorBounds system to define part spawn point, construction boundaries, camera starting position and bounds for each editor interior. Bug Fixes and Tweaks: * KSPScenario 'Remove' creation options now work. * Added new PreSAS and PostSAS callbacks to vessel API. * Revised VAB and SPH camera behaviour so they stay within scenery bounds as best they can. * Overhauled time-of-day system for KSC emissive textures. All facilities light up at night. (except ones without lights, like lvl1 runway) * Fixed several issues with destructible building persistence. * KSC grounds grass shader now uses worldspace UV coords for consistent tiling. * KSC grounds grass shader now enforces vertex normals to smooth out the transition between PQS and KSC terrain. * Linux version now forces thread locale to 'en'. Solves most issues with installs in foreign locales. * Fixed several issues with Undo/Redo (ctrl+Z, ctrl+Y) in the editors. * Tweaked sideslip factor in landing gear (was much too strong). * Increased Mk55 Engine's ISP and gimbal range. * Fixed an issue with part rotation and placement using Mirror symmetry. * Fixed issues with symmetrical 'subgroups' after attaching a parent part using symmetry. * Re-saved all stock craft so they are fully compatible with this version. * Existing craft files from previous versions will require re-saving in the editor before they are allowed to launch in Career Mode, to calculate size data. * Crew auto-hire will respect Astronaut Complex crew limit.
  16. Yeah, gas giants are relatively easy. On my side there's no terrain to make and on your side the textures don't have to be as detailed.
  17. Perfect. It's like you read my mind. EDIT: Here it is in-game. Looks amazing and a big improvement over my previous attempt. My pack is coming pretty close to completion, so look for it in the days to come.
  18. Mapping satellites. Would make probes more interesting and it would provide a stock reason to put things into polar orbit, which is a skill that's barely used in the game.
  19. A way to do Uranus might be something a la this: This is Gas Planet 2, a planet that Squad worked on a long while back. It has that paleness and lack of distinct features that characterizes Uranus, but its bands are also detailed enough to make it look like more than just a single color.
  20. His modelling experience went +1. So there's that.
  21. Here you go: http://i.imgur.com/ny9C4VM.png The issue I've had with Uranus is that it's far more featureless than Neptune or even Saturn, so it's hard to capture its essence. The real life color is fine. I can always change the hue if I want something that doesn't look exactly like Uranus.
  22. Request by me, the guy working on the Outer Planets parts: a Uranus like gas giant. I'm not very happy with the one that I've made, so I was wondering if you were interested in cooking something up.
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