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CaptRobau

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Everything posted by CaptRobau

  1. Would it be possible to have an option that makes a node visible from the start. I've always hated how you had to guess where each tree branch was heading. Especially on higher difficulty settings you have no freedom to see where nodes lead to, as science is far too tight.
  2. Since the Moon landing, people have earmarked Mars as the next target for manned exploration. Most other targets also often lead up to Mars too: Near Earth Asteroids, Phobos/Deimos or even a return to the Moon. But I rarely hear anything about targets post-Mars. While Mars can possibly keep the public's attention for longer than the Moon can, after decades people will look beyond the Red Planet. What will be the destination after that?
  3. After playing Kerbin-Side, I've become a big fan of alternate spawn points and exploring the accompanying buildings/infrastructure and it could be made into endgame content quite simply with upgradable buildings coming along. Most KSP players will have extensively explored KSC and its vicinity (islands and the nearby mountains), but beyond that? Effort and time constraints mean that areas beyond are sparsely explored. Beyond Kerbin this is even worse. With Kerbin-Side's alternate spawn sites I've flown around areas of Kerbin that I didn't even know looked like that cool from up close. But if you have to spend 15 minutes or more to just get there, it's just not as easy to explore and experiment around the area as one can with the KSC as a single crash or design oversight can mean a redo. While I'm not sure how to get there, it'd be a big boon to exploration if people could construct/launch craft everywhere. Whether it be through a dynamically placeable mini-KSCs or something akin to Extraplanetary Launchpads, being able to after some effort explore every place on Kerbin, the Mun and beyond would be allow people to see the existing solar system in a whole new light. It'd also be a big boost to multiplayer, as many people just want to muck around near the launch pad. If that launch pad can also be on Duna, Tylo or Laythe than that will keep that mode much more interesting.
  4. I'm surprised by how many people use manual installation. I use JSGME, which is a generic mod enabler. Install JSGME.exe into the KSP_win folder and open it to create a mod folder. Then you put in mod folders (order Modname/GameData/...) and then you can use the program to move or remove those mod folders into/from the real GameData. It works very well and if you like mods, can be a real godsend. http://www.gamefront.com/files/21681483/JSGME.7z
  5. I was wondering how everyone installs/deinstalls their mods.
  6. This has been brought up before and I can only agree. I think that's why Squad went back to the drawing board for the Mk3 parts, instead of just releasing a better looking version in 0.25.
  7. Thank you! Maybe I won't plaster it over the entire globe, but place extra tracking stations in strategic positions. That'd be a nice medium between the unrealistic single tracking station and the perhaps too unchallenging uniform coverage.
  8. Question, would it be possible to have all of Kerbin be 'home' instead of just KSC? I like the idea of line-of-sight to command probes, but if I have neither the time, skill or patience to set up a satellite network around Kerbin every time I start a new save.
  9. It's still a simulation. Otherwise it'd mean that if I change the Isp of an engine through the cfg, it'd suddenly stop being a simulation too. Both are a way of controlling the Kerbal. If Kerbals became MechJeb's, then you'd lose control. You're still in full control. This feature just adds another thing that will improve. At the same time your ascents, flying and landing skills get better, your crew management skills will get better too and allow your 'career you' to become better. In career the playing field is only completely level until the first two tech tree, where the tree splits up. From then on out it's all about choices. Do I go for probes, manned or another route? The same will be the case for Kerbals. They'll all start at the lowest level and I doubt there will be hundreds of skills, so with those starting dozen everyone will probably be able to choose from the same level 1 skills. And eventually everyone can have the same loadout as anyone else. Just like everyone can have a full tech tree, everyone will be able to have a level 5 pilot, level 5 scientist, etc. I don't see sharing stopping as a result of this. A 3-5% thrust difference (given by Rowsdower as the example of as the max improvement for a max level pilot) won't invalidate 99% of designs. A few craft that work according to razor thin margins, maybe. But 99% of players are not such experts and their shared designs will be just as flyable as before.
  10. Rowsdower addendum from the Reddit thread: Only if you see the thrust/Isp tweak as an actual magical tweak to the spacecraft itself. Not if you see it as the abstraction - that it is - for a veteran pilot's skill in keeping his spacecraft under perfect control, which increases the mission's fuel efficiency. A USS Enterprise with Scotty in engineering is going to run smoother than one with a generic chief engineer. That doesn't mean Kirk is not in control, nor that the physics are violated. I just hope the community backlash (which in my eyes is to blame partially on the wording that makes it sounds like it's supposed to be a spacecraft modification instead of a Kerbal skill) won't neuter this system and leave Kerbals just as generic as before. I was just looking forward to having a favorite atmospheric pilot, a favorite scientist, etc. Maybe there's a better way to handle it than the current way Squad is planning to implement it, but at the moment all the fan suggestions don't leave me very hopeful. The way it's looking is that everyone wants them to be passengers who just rake in some extra cash or science. That makes Kerbals numbers, instead of characters who help you run your ship more efficiently.
  11. I like the idea. I think everyone is overthinking the amount of impact this will have. It's going to lead to situations where a good pilot can save you a few units of fuel will prove helpful in situations where you're just about to run out, an engineer can make that RAPIER ascent more smooth since you don't need to think about throttling down a percent or two to prevent overheating or a scientist can help you get those two extra science credits needed to unlock that next tech node. If that's the way it'll be, I think the unbalancing efforts of Kerbals will be relatively small.
  12. I think it's based on spectral and density analysis of asteroids. The light that bounces off an asteroid can tell you something about its composition and density analysis is also possible without getting super-close, so together they can come to the conclusion that there are asteroids who likely consist mostly of platinum-group metals, water ice, etc. That can be translated to a cash value, based on current transportation costs.
  13. I agree with Axder. While all astronauts would've had a good overall level of competency in all facets of a mission, some will be better at certain things than others are. The pilot will have more control of his vehicle, do things more efficiently. That translates into a small torque increase or a small Isp increase. Scientists would be better at finding worthwhile science. Engineers are less easy to implement into the game, since there's no damage or something. Maybe they'd be better extracting those future resources.
  14. After having played some Extraplanetary Launchpads I've come to the conclusion that I wouldn't mind having orbital or even planetary construction. It'd really open up the game after a while if it didn't take 3 in-game years between each exploration of Laythe, Vall, etc.
  15. Reentry effects show that it's entirely possible for Squad to add a graphical effect that can be turned down so far that it doesn't add any stress to your PC. Mods don't have scalability, but Squad can. Also biomes are just science biomes. There has been no mention of a graphical overhaul of planets.
  16. Got the update uploaded to Curseforge! All download mirrors are now up to date. The irony is delicious. Thanks for taking up ModuleRCSFX btw. This mod would not have been possible without the work you've done.
  17. I see now that I was accessing it through Curse. When accessed through Curseforge it looks like this. Thanks for the help!
  18. Leaufai and both of my mods: Strategem and RCS+
  19. I can't change anything. Nowhere is there a button that gives me access to uploading new version, changing the name, etc. The mod page looks like something that a normal user would see.
  20. I'm logged in on Curseforge, but can't make any changes to my mods. What do I do?
  21. Okay, updated the mod to 1.1: 1.1 -Changed the texture from .tga to .mbm for better 0.25 compatibility. It's already up on Kerbal Stuff, but I can't get into Curseforge yet. Maybe because it hasn't been checked by one of their mods yet or something. I'll update that mirror in the morning.
  22. Thanks, I'll do that. Stock didn't work, but it worked when changed to ModuleRSCFX
  23. Features RCS+ is a mod that revamps and extends RCS systems and fuels. Stock parts have been modified and new parts added to make RCS more intuitive to use and to create an interesting dynamic between monopropellant engines and LFO engines. So what does it do exactly? Large RCS thrusters use LFO Instead of having to put unwieldy monopropellant tanks onto your spacecraft, you can now just put your RCS blocks and thrusters onto ships and stations with LFO tanks and they'll work. This is more intuitive and allows you make much better looking spacecraft. In real-life large spacecraft also often use bipropellant to fuel their RCS. Small RCS thrusters use monoprop Monopropellant tanks, with their generally small size or radial attachment, are far more suited to designs for small spacecraft or probes. In real-life, probes often use monoprop thrusters and RCS. New RCS parts The original RCS parts weren't sufficient for this mod, so a total of 7 new parts were added to complement the stock parts. Five of them are large LFO-fueled RCS parts with different shapes and nozzles: 2-way, 5-way and 1-way thrusters and 2 variants with offset nozzles. The other two parts are small monoprop RCS blocks: one 4-way and one offset 4-way block. Reinvisioned stock RCS The 4-way RV-105 block has been changed into an LFO-fueled block and renamed the RV-104 (for naming consistency with the new parts). The linear RCS port has been shrunk to complement the new small monoprop-fueled RCS blocks. LV-1 engines are now monoprop engines They already had similar Isp/thrust compared to monoprop thrusters and they complement the monoprop tanks far better than the couple of small LFO tanks. Other small tweaks A few small stat tweaks have been made to existing parts to make them more consistent with the new ones or to fix unwanted behavior. All of the thrusters are no longer massless, which should fix issues with overpowered thrust-to-weight ratios. Future Plans Aside from fixing bugs and balancing the existing thrusters, I also want to take a look at rebalancing the costs, fuel and mass of the monoprop tanks. Furthermore I want to balance it so that monoprop engines/RCS become useful alternatives in some situations. Their bad Isp could be offset by being made dirt cheap for example. Disclaimer I've used models from other mods to form this mod. I can only change CFGs; I can't model new parts. So don't ask for new models. Unless I can get models from another mod with an open license, I can't do that. Screenshots Downloads Recommended Mods RCS Sound (and light!) Effects by pizzaoverhead. Adds sounds and lighting effects to all RCS parts RCS Build Aid by m4v. Helps you balance RCS thrusters Changelog 1.0 -Initial release 1.1 -Changed the texture from .tga to .mbm for better 0.25 compatibility. Credits Hoojiwana for making RLA Stockalike ialdaboath for the initial development of ModuleRCSFX and ModuleManager NathanKell for further developing ModuleRCSFX sarbian for further developing ModuleManager License This mod is licensed CC BY-NC-SA 3.0. It incorporates elements from the following mods: RLA Stockalike by Hoojiwana, licensed CC BY-SA 3.0. ModuleRCSFX by NathanKell, licensed CC BY-SA 3.0. ModuleManager by sarbian, licensed CC BY-SA 3.0.
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