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Everything posted by phoenix_ca
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Solar Powered Engines?
phoenix_ca replied to nlosee18's topic in KSP1 Gameplay Questions and Tutorials
That's pretty accurate. Very, very slow, but efficient. The DSM mod has an upsized ion engine, and one or two of them on an interstellar craft can provide respectable thrust for adjustments on an interplanetary trip. However, it'd be good practice to keep a much more powerful liquid engine for injection burns. It's worthy of note that on satellites, the ion engine from MMI.S is quite respectable. It pushes around a satellite well enough, but most importantly allows one to make as many changes to an orbit one wants, without wasting valuable RCS or liquid fuel. -
Kethane is indeed compatible with 0.17. The map is something that I think will be worked on. The guys developing Kethane mentioned that while kethane might not be any more abundant than it already is, options for detection may be expanded. When it comes to finding the stuff, the scanner will beep audibly (unless you disable said beeping) when it is over a deposit, and mark that location as last known longitude and latitude in the window. You can use this to land a mining base in the area, and perhaps a few rovers to scan in a more detailed grid or radial pattern on the surface, to get a better idea of the size of the deposit.
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Well, it does, indirectly. You're given fuel efficiency in a vacuum in sec. Volume/sec of propellant is, as you noted, highly dependent on the current thrust that the engine is outputting. Specific impulse, on the other hand, doesn't change in a vacuum. (It would change though thin-dense atmosphere.) The thing is, you needn't get bogged down in the numbers if you don't want to. Just know that higher numbers mean better fuel efficiency and you're set to choose one engine over the other based on the needs of that stage. (It's easy to infer, for example, that an engine that gives 1550 thrust with a specific impulse of x will burn more fuel/sec than an engine with 400 thrust and a specific impulse of x. Perhaps the latter version is significantly lighter, and thus it's a clear trade-off between more delta-v quickly, which is good for launch stages, or less but a lighter engine, good for reducing mass in higher stages.)
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Well, it does. You're given fuel efficiency in a vacuum in sec. Volume/sec of propellant is, as you noted, highly dependent on the current thrust that the engine is outputting. Specific impulse, on the other hand, doesn't change in a vacuum. (It would change though thin-dense atmosphere.)
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I rather resent your implication that I'm hot-headed. Forceful, maybe, but hardly hot-headed. Moving on to the body of your post: How would it even be a parts pack? Without inclusion of any of the models or other assets, it wouldn't work without the original. And mod authors would be free to reincorporate balance adjustments made back into their mods if they so chose. It's well within the spirit of cooperation to improve existing work for mutual benefit. I'm confused, because I thought I was talking about open-source kindness the entire time. At no time did I suggest such a cfg edit pack should claim credit for all the work done by the original authors (in fact I suggested quite the opposite). And indeed, the OP here didn't do anything of the sort either (though I don't know if they included anything beyond the cfg files because I didn't get a chance to download them). I would also humbly submit that what I'm proposing to do, and continue to do, until such a project is invalid and obsolete, goes beyond merely "changing the module line and adapting a few vars". Sure, it's not all that complex now, but with more parts, more options and capabilities provided by plugins, such a task can become quite complicated.
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Well, it's kinda relevant to KSP. Carl Sagan had an incredibly poetic and eloquent way of describing the universe, and it's a testament to a great scientist of the time. I know there are plenty of younger players of KSP, ones who are quite unlikely to have heard of, let alone watched this fantastic series about astronomy, physics, and...well everything really. I can't speak for anyone else, but playing KSP inspired some renewed awe and wonder in the our world, the sheer vastness of it. KSP conveys that immense grandeur incredibly well, in fact, better than any game I've played to date. I recently started watching Cosmos, and thought it made sense to share: Best part is, you can .
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I see a brain in a can.
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Aerocapture experiences
phoenix_ca replied to bsalis's topic in KSP1 Gameplay Questions and Tutorials
Sad thing is, most of this is likely to go right out the window when re-entry heat gets added. >.< -
Most horrible Russian accent ever... Awesome. Good going though. We'll never have enough of these (okay, we probably will, but we certainly don't right now!). Don't feel you need to chase after the interplanetary stuff just because it's hot right now. There are plenty of people out there playing KSP who haven't gotten to the Mun. I bet there might be even a few having trouble getting into orbit. So yeah, back to the original point, more tutorials for KSP = good thing.
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A crate of muffins.
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But, if you are obliged to make your own part models, plugins, and otherwise, for what should amount to a minor edit to a config file, there's no hope of ever balancing the various mods doing similar tasks so that they work together. It's an incredibly stupid multiplication of effort. Also, Kosmos panels and radiators all work with SolarPanels_adv_PowerTech, MMI's panels work fine with it, and the MMI battery and ion engine can be updated to work with EEP instead of MuMechVariableTanks. This is why I'm trying to ascertain if I can post my edits here, or if they must go elsewhere. In any event, they're going up somewhere. I won't be deterred from my endeavour to provide everyone with some modicum of interoperability and balance between at least some of the electrical parts already available.
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[0.20.2] Gaby's Quick And Dirty Miscellania: v1.3
phoenix_ca replied to gabyalufix's topic in KSP1 Mod Releases
Ahhhh, thanks for the tip. (Also, I didn't know there was ambient heat from the atmosphere. You just fixed another issue I was having...I think.) -
It's CONIC_PATCH_LIMIT. The default is 2, and you can set it to whatever you want, but each one higher will require more computations, plus they get increasingly inaccurate. The photo is using CONIC_DRAW_MODE = 3.
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[CFG Edit][0.17] Improved Stock Decoupler
phoenix_ca replied to ddavis425's topic in KSP1 Mod Releases
Meh. It's a valid necro-bump. -
Hey now, that was uncalled for. I liked Oblivion and OOO. Honestly though, you're right that it's becoming an absurd task, which is why I want to release my cfg edit pack (hopefully without someone coming in and dropping a nuke in my little compatibility party). The rules in place seem to be a reaction to more obvious jerk moves that aren't okay, like taking huge swaths of someone else's work, and incorporating it into their own without so much as a cursory nod to the original author. I'm a content creator too (I do photography) and tbh, I'm not terribly irked when someone uses a photo I took of them as a profile picture or whatever. But when someone takes my picture, cuts out the watermark, and doesn't even so much as mention me when people comment "Oh wow, that's an awesome photo!" ... that hurts, and the harm is even greater when the content producer is just one person with no other support structure to mitigate that loss.
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[Artwork] 0.17 "which planets have you visited?" signature
phoenix_ca replied to Makettaja's topic in KSP Fan Works
That's definitely nifty, except for one thing...I haven't been to Minmus yet (otherwise I'd slap that puppy in my sig right now). Could you possibly make the base image have no lights at all, and then include lit Mun, Minmus, and orbit panels? -
[0.20.2] Gaby's Quick And Dirty Miscellania: v1.3
phoenix_ca replied to gabyalufix's topic in KSP1 Mod Releases
YAY! I wasn't expecting an update for this. That's awesome. Did the new planets draw you back into the fold? Although using the Keblyon (Kerbly...Keryb...whatever) launch thingy...it tends to explode due to over-heating. O.o *ponder* -
And I want you to have them! In fact, I'd like to start an on-going project to tie together similar parts from various mods in a way that makes sense, so balance is achieved where appropriate. Mod devs will probably balance things out within their own mod, but there's no guarantee that that will hold when players add another mod that adds a few different parts with similar function. For example, take the battery from MMI.S, and the battery from the DSM mod. Both have the same capacity, but the DSM one is much larger, and much more massive. Strictly from a logical point of view, it'd make no sense to use the DSM version if you also have the MMI.S battery available. My goal is to just tweak a few numbers so that things make sense and we can all get the most out of the modders' parts. I don't have much knowledge of C, and know nothing about the classes mods can use, so plugin development by me isn't much of a realistic option right now. However, I do a lot of Python programming for kicks, so cfg edits are trivial for me to do. I guess it's rather fitting; in the same way Python is used as a "glue" to hold together various parts of a larger program that are written in different languages, a well-thought-out pack of cfg edits that tweak values and settings across multiple mod packs can glue them all together into one harmonious whole. (The best analog I can think of off the top of my head is Obscuro's Oblivion Overhaul for TES IV. It wasn't so much as a new mod, as a massive collection of the community's mods all in one package, and rebalanced so they made sense and the game was still fun. Balancing a game in an of itself can be time-consuming, and as more parts pop up, it'll be a bigger and bigger project. Still, it's something I want to do if it'll benefit everyone involved.) Sal: There are two ways I can interpret that minimalist set of rules posted, as it relates to projects like these that are simple cfg edits that tie different mods together, without including any of the other mod assets. (In other words, there's not really any stealing, so much as it is providing an alternate settings file to a part created by someone else. I don't see how this would be any sort of problem if credit to the original authors is given.) The intent seems to be to protect more complex works, such as plugins, models, textures, and so on, which I understand, and are worth protecting. 1) (This is what I think the intention is and is definitely preferred.) This would allow for a pack of cfg edits for the purpose of balancing multiple similar mods together. If a license is absolutely required (and really...what the heck am I licensing? A few characters of tweaks? O.o If I had to put anything on it I'd say "public domain" period and leave it at that, if I had a choice), and if a public domain license isn't acceptable, then the most restrictive license of the mods that the original cfg files come from would need to be applied to the entire pack. 2) (The more restrictive interpretation.) Such a pack would be banned entirely, because it would be impossible to redistribute those files as a single pack and license them under the same license. They would need to be separated into distinct packs that inherited the licensing from their respective mods, meaning the entire project would be separated into mini-packs, licensed differently. The second would be a nightmare that I'm simply not willing to put-up with. I have a life, and school. *blinks* I'm amazed that my brain has to do these legal cartwheels to know whether or not I can share a few tweaks to settings files. O.o Lastly, in any case, it would seem that a step-by-step guide on how to edit every cfg file to be rebalanced is actually not against the rules. No chance of me even considering such a thing because I wouldn't write it, and no one would use it if anyone did. Again, it'd be an organizational nightmare. So help us out here. Is such a project okay to share here, or do I need to go elsewhere? (That, and I think I'd take offense if someone called my effort to keep mods playing well together a "cop out". )
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Roll issues during high-altitude staging
phoenix_ca replied to MaverickSawyer's topic in KSP1 Discussion
If that's an issue, you can set-up MJ's ascent profile to start the gravity turn later, preferably sometime after the really heavy bottom stages are gone (boosters are a good thing to wait to burn-out before turning; dropping radially mounted boosters whilst turning can be...problematic...). -
As I recall, Harv said something about there being some rendering bugs/issues with draw mode 3 still and that's why it hasn't been set to the default yet (indicating that, thankfully, they're aiming for mode 3 to be the default as soon as it's more accurate). Still, it's well worth it...much, much easier on the brain-meats.
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[0.17] Electrical Energy Plugin | v1.5 (Oct 12)
phoenix_ca replied to Kreuzung's topic in KSP1 Mod Releases
Meh. I haven't been here that long. Still, it'd be nice to see. As soon as you do, I'll be rather excited. I plan to tweak some existing mods so that they have a constant drain on EEP batteries. Things like antennae, microwave dishes, yadda yadda. Though, is there any particular reason you're working on animations? Something you think you can do better than PowerTech? -
While I whole-heartedly concur with your sentiments, the history here seems to have been, thus far, a strongly anti-opensource stance, such that cfg edits of mods are not looked upon kindly by the community. Do I think this is a fair way of going about it? No. I already have a pack of cfg edits finished for all of the Kosmoz panels, fold-out radiator, and MMI.S ion engine, battery, and panel. I've asked the authors for permission to post the pack. It's goal is essentially to standardize all the electrical stuff so they play nicely together, support all the advanced features of SolarPanels_adv_PowerTech, and be compatible with EEP. That, and the power generation values are balanced so that the consumption of the DSM ion engine and MMI.S ion engine are comparable, and the MMI.S batteries make more sense, capacity-wise. That, and power generation values are based on the actual surface area of the panels. Though tbh, I'll probably end-up posting them anyway, for the reasons noted above. Such edits do NOT detract from the previous work, especially since they are functional improvements, and do not include all of the mod assets, and credit is given where credit is due. Furthermore, the previous work was freely distributed, and the cfg edits are also freely distributed. A rough analogy would be screws. Someone invents a slotted/flat-head screw, and Mr. Robertson invents the Robertson screw. So I (the person making these cfg edits) come along and say, "We can make these work together nicely." A little while later, we have a slotted/Robertson hybrid screw. Best of both worlds, all-in-one. Then I release this lovely contraption and everyone wins. Ethically, and legally, this is sound. There's a very good reason why copyright law recognizes the special case of derivative works. (And furthermore, copyright law does NOT apply here, at least not US or Canadian law, because no profit is made from the modification to the previous work, and no harm is done. If anything, there is a net benefit to all concerned parties. To be so apoplectic about getting permission to edit someone else's edits is absurd.) Edit: To be clear, what I'm aiming for is a cross-compatibility and balancing between mods that use electricity. It's not really doing anything all that new, aside from calculating power generation based on area, it's more of a fine-tuning of existing assets so they play nice together.
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Mech Jeb Not Working?
phoenix_ca replied to Autumnsky910's topic in KSP1 C# Plugin Development Help and Support
Which parts, specifically, are greyed-out? That, and this should be moved to Addon Requests and Support. -
You mean, clients who use the metric system, and clients who don't know how to measure things properly. (No seriously though, metric/imperial conversion screw-ups destroyed a probe once.)