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Everything posted by CaptRobau
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Is the laptop intended to do something or is it just an easteregg?
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No point asking, a few pages back he already said he would do only one H-1.
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There's plenty of station designs that have astronauts crawl through a crew tunnel that is surrounded by the station's fuel supply. The bottom part of the Salyut for example, or the planned Manned Orbiting Laboratory. So it's not that weird. The crew transfer parts would have to be limited to things that could logically have a place for a crew tunnel. Big fuel tanks, structural fuselages, etc. but not something like a 0.625m fuel tank or girders.
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Looking great Friz.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
CaptRobau replied to shaw's topic in KSP1 Mod Releases
One suggestion for the Jeb, Bill and Bob textures: make them more like Armstrong, Aldrin and Collins. They are the original crazy trio of space. Also their hairstyles are all unique, but closer to the stock Kerbal look. I've grown so accustomed to how Jeb, Bill and Bob look that it looks weird when one looks like Hadfield. I don't mind Chrishad Kerman or some other random Kerbal looking like Hadfield, but the original three should stick closer to the stock look. -
As I said in the OP the RTGS has some advantages like operating in the dark, but they're are never a necessity as they are in RL. I think that's a shame. Electrically you're never really limited after you unlock the static solar panel early on. At any practical travel distance a couple of those do the trick for almost any mission. If solar power is more realistic, it'd mean the larger solar panels and especially the RTG will be more useful. Mentioned that in the OP that they run out around that distance. A Voyager mission is useless in career science-wise though , as there's nothing to be gained beyond Eeloo. At Jool distances solar panels produce half the power as they do in Kerbin orbit. In Jupiter orbit the Juno's solar panels produce only 4% of the power they would in Earth orbit, so it's scraping. It's economical because of the global shortage of Plutonium 238 which is needed for RTGs. Otherwise they would've popped on an RTG. A KSP solar panel needs to be at twice the distance of Eeloo to produce as little power as the Juno solar panels do IRL. So even with a lot of new planets out there, solar panels would still be inappropriately powerful. Its part of a larger problem yes, but this single thing is something that should not be forgotten by the devs when they start to take a look at the power management element.
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Solar panels are too OP and thus RTGs never become a more economical choice and this needs to change. IRL even the most modern solar panels start becoming less economical than RTGs somewhere around Ceres. The Juno spacecraft to Jupiter is an exception, but that is only due to global shortage of the type plutonium used for RTGs. In KSP solar panels are more economic than RTGs all the way into deep space. Only at Voyager-like distances to Kerbol do RTGs become more useful, which is just insane. While RTGs have their uses in KSP (power generation while flying through an atmosphere and power on the dark side) its intended purpose is not represented at all, which is a shame. E/t is electricity per ton [table=width: 500, class: grid] [tr] [td]Planet:[/td] [td]E/t for the OX-4L:[/td] [td]E/t for the RTG:[/td] [/tr] [tr] [td]Kerbin[/td] [td]114.286[/td] [td]9.375[/td] [/tr] [tr] [td]Duna[/td] [td]110.857[/td] [td]9.375[/td] [/tr] [tr] [td]Dres[/td] [td]75.999[/td] [td]9.375[/td] [/tr] [tr] [td]Jool[/td] [td]57.143[/td] [td]9.375[/td] [/tr] [tr] [td]Eeloo[/td] [td]42.857[/td] [td]9.375[/td] [/tr] [/table] As you can see, solar panel efficiency needs to be brought way down to even come close to making RTGs as useful as they are IRL.
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[WIP]FASA Style Munar Module. (11.jan.14)
CaptRobau replied to DennyTX's topic in KSP1 Mod Development
Isn't Bobcat's the modern version, the rover that they wanted to use with the Constellation program? -
Really cool stuff Denny
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I just learned that not all the H-1 engines were the same. The four on the outside were gimballed and thus heavier. Might be useful to know.
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I don't think there was no attention for Apollo parts, just no attention from the right modders. Lionhead had a CSM/LM and another mod also released one, but both of those were rough. Lionhead knows his stuff, but the CSM/LM was like his earliest work. Others have planned Apollo/Saturn parts as well, but never got to release them. About the S-I( stage being split up, I think it'd be possible stability-wise (or at least with the Kerbal Joint Reinforcement mod) but I'd wonder about the usefulness of it. The current Redstone texture couldn't be reused, because it differs from that of the Saturn IB. Furthermore the size of the Saturn IB stage in KSP would probably be 3.75m (modder size convention), which leaves only 1.25m for the diameter of the central Jupiter tank. If that's the case it'd be exactly the same as the Redstone just with a different texture. That doesn't seem very useful at all, more effort than you would get out of it.
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Science Revisited - New and improved ways to do science [1.3.1]
CaptRobau replied to CaptRobau's topic in KSP1 Mod Releases
Ah, I see now what you mean. You were always able to save multiple EVA reports. Since I changed biome-specific low orbit from EVA to Crew Reports, doing that is no longer possible. That's nothing I can change, since it's hard-coded. I'm going to stick with my design choice there, though. Getting out of your capsule to take a EVA report is just a pain and not at all fun. Yes, you can no longer get as much science with just a crew pod and some propulsion as before, but I don't see that as a problem. It gives a nice gradual progression. First some science gathering around the base or from a suborbital mission. Then a few orbital missions with crew reports running only on the pod's batteries and then extended missions with batteries and all sorts of science tech that you've gotten by then. That's more fun than sending up a suborbital on the first try and load it up with a dozen EVA reports, with your Kerbal never looking at anything but the pod door that he's hanging onto. I will take another look at early career however and see how various play styles might be influenced by the ways I rearranged things. Anyway, the next update is coming soon. I got Frizzank's permission to use some of his models for my purposes, which means everything is in place for the update to proceed further. -
Science Revisited - New and improved ways to do science [1.3.1]
CaptRobau replied to CaptRobau's topic in KSP1 Mod Releases
I don't think you were ever able to store multiple crew reports, not even in vanilla KSP. -
Thanks for the insight in your process Friz, very interesting!
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Frizzank could you give some insight on how you go about making your textures/models? You are hammering out things like there's no tomorrow and I'd like to see what your process is.
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More like an oversight. DrawGauge is set to False instead of True.
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Science Revisited - New and improved ways to do science [1.3.1]
CaptRobau replied to CaptRobau's topic in KSP1 Mod Releases
Glad you like it. Thanks for the suggestion, but I don't think it'd be a good idea. You need to make a choice, make a small probe that can easily travel far out into the solar system but only get a bit of science or build a big probe or manned mission that's hard to pull off but gets you a lot of science. Don't fret however, probes will be made more diverse in the next update through other means. I'm procuring models for two new science experiments. One is an unmanned Surface Sampler, which is obviously not as useful as an EVAing Kerbal. The second is an experiment that takes photographs of a planet/moon from orbit. This gives a reason for orbiting satellites. -
The Explorer Nosecone doesn't feel like a nosecone. It makes more sense in the structural tab and called something like Explorer Fairing Base. It'll also be next to the other Explorer decouplers, which would be a good thing because I spend too much time trying to find it. Also the smallest Sargent solid rocket doesn't have a fuel gauge displayed when firing. I did easily manage to get the Explorer into orbit without throttling, in an orbit similar to the real one. Mine was 81 and 303 kms, while the real one was 358 and 2550.
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[0.23] Beastly Science - Scoop-O-Matic and more! (JAN0214)
CaptRobau replied to BeastofChicken's topic in KSP1 Mod Releases
Don't want to come across as crass for self-promoting, but my mod Science Revisited deals, among other things, with probes being useless for science. Maybe it'll help for you. -
That's a nice little ditty. It'll look work nice at the start of career mode.
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[0.23] Beastly Science - Scoop-O-Matic and more! (JAN0214)
CaptRobau replied to BeastofChicken's topic in KSP1 Mod Releases
Any progress on the announced changes/tweaks? -
Tested it out. Looks and works amazing. One thing though: is it possible to make the standard eva hatch for the Kerbalnauts to be the top one. It's harder to click than the lower one and most of the time people will just want to do the walk on the walkway.
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This just keeps looking better and better. Not everyone might care for the Gemini or the Mercury parts, but this launch tower system is so universally awesome people will get it just for that.