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Peppe

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    Spacecraft Engineer
  1. I like this mod to remove tech tree from career mode, but have the experience, contracts, money: Tree Toppler
  2. Direct3d is under the umbrella that is DirectX. DirectX has a whole bunch of non graphic API as well to support 2d/sounds/input/etc. Everything under directX is a microsoft product so designed and built only for windows. Wine tries to map directX graphic api calls to opengl. The Unity engine the game runs in has support to run openGl directly, so I would not bother with Wine. If your graphics drivers are up to date the main bottle neck in the game is CPU. What are you running?
  3. Congrats on the release. Look forward to the new innovations and your support through all these versions is admirable.
  4. Haven't had a chance to play 1.0/1.0.2 yet, but noticed this thread and the payload challenge thread and wonder one thing... How come there is doom and gloom on the SSTO/Spaceplane front while rapiers and jet engines are punching in close to or above a 50% payload fraction in the challenge thread. I know the speeds and top altitudes have changed, but surely there is room to take the lessons learned in that thread and make a 30-40% payload space-plane. Payload challenge thread: http://forum.kerbalspaceprogram.com/threads/116729-Stock-Payload-Fraction-Challenge-1-0-2-Edition
  5. No problem. There are some liquid fuel only tanks for jet engines and the nuclear engine. They don't require oxidizer.
  6. That tank in the later stage looks like the liquid fuel only. You want a tank with oxidizer as well.
  7. I found this mod from the combo package in the MKS/OKS thread. Was not 100% sure from the config file, but it looks like 10MW karbonite generator converts to 25 electric charge second? Tested in game and that seems right using consumers I know use 15 Energy a second. The mini drill seems to be consuming the wrong amount. Says it will use .25 MW and consumes .25 electric charge, shouldn't it use .625 electric charge a second? Assume it is in a different unit than electric charge for a reason maybe I am missing a mod that helps track consumers + producers spread across a ship. Reading up on the units more seems like it is common in KSPI reactors.
  8. Congratulations on the full/public release! The pre-releases were all working well for me, so i'm sure the full release will be fine for most users.
  9. Wanted to say this mod manager is pretty amazing. I have been using it since the .24 release and it has made it easy to stay on the current/latest version. It all works smoothly with some minor issues usually on the mod hosting side, but overall the tool is simple and easy to use. The planned features look great as well. Would it be possible to have an option on github sources to download pre-releases? Example: scansat project: https://github.com/S-C-A-N/SCANsat/releases remote tech: https://github.com/RemoteTechnologiesGroup/RemoteTech/releases Obviously need to be an informed user to use a pre-release, but if you want to test/use the bleeding edge it would be nice to have that option. You have a great first release!
  10. This sounds more like the part failure mod, http://forum.kerbalspaceprogram.com/threads/85798-0-24-1-Kerbal-Mechanics-Part-Failures-and-Repairs-v0-4-Help-Me-Balance! . I have not tried it yet, but would interesting if it's 'rocket parts' used for repair could use RoverDudes's repair/maintenance system. To balance resource systems you would probably need to make the fuel cost on kerbin super high and not have any of the resource available on kerbin. Then the player's incentive to seek out and produce their own fuel is to reduce their mission cost.
  11. The numbers for the kerbin universe are on each wiki page for the planet/moon: http://wiki.kerbalspaceprogram.com/wiki/Kerbin How accurate is the real solar system mod? Not sure if you could use real world numbers or if they would have some of these numbers calculated already and posted somewhere on another wiki. You might try these numbers, but again the real solar system mod may be scaled in someway to work in the KSP engine: http://en.wikipedia.org/wiki/Standard_gravitational_parameter
  12. Just started using this for .24 and it is excellent. Easy to use and just works. Thank you Llorx and all your contributors. One question, some mods say to delete their previous folder before installing. Does this mod delete the folder as part of it's extraction or should I have been manually removing the folders when the readme indicated it? I'm guessing it does not delete, so is there any easy way for me to do a re-download all?
  13. That is for Remote Tech mod. If you don't use the mod don't worry about it. My calculation for it is +-3 degrees from the minimum safe separation between a set of satellites. Not sure it is truly optimal, but more a rule of thumb i tried to make for myself. I know i did not want the lowest orbit (drift -> failure risk) nor the max orbit (too much fuel cost), so how to find something in-between? My thought was, take 3 satellites equidistant to each-other -- with perfect orbits you could have orbits as low as the radius of the planet. For kerbin that is 600km. My orbits aren't perfect, so lets add some flex to the numbers. If we allow for +-3 degrees of drift on each satellite we could setup safe orbits ~720km that survive drift. The extra orbit height means the planet blocks less of our line of site to the other orbiting satellites increasing our time to failure.
  14. Mode 1 and 2 being similar is a good idea. I think it will encourage using dishes with the right cone size for the job. Mode 3 sounds cool, but complicated and might make signaling too easy. Without a cone to worry about you could use dishes to relay a signal in much more flexible arrangements. Seems to negate the above, where now you don't have to worry about picking the right dish for the job. Sizing the dish and cone angle I think makes for an interesting game-play element. My mode 3 would look at a cone mode to fixed points around the body. Like poles and each horizon, so you can target the planet center (current mode) or the sides. targets (x) around body (o): -x- xox -x- Maybe enable the multidish range bonus by default. So if you need a cone angle of 25 degrees, but out 200Mm, you can do it with 2-3 dishes depending on how you scale the multidish bonus. Someone many pages back also thought being able to target the zenith from the surface in cone mode would be good. Not sure if the cone rotating on a surface might not update if the ship is inactive. If the mode 1 changes don't filter by the target, so truly anything in the cone will connect I think that will give us a way to relay through moons. If the moon can also talk to the ship and the planet, when it crosses the signal path it will not require a re-target to maintain the signal -- assume the ship's cone can see a relay sat around the moon? Assuming you have relays on all planets and moons, then moons will not block the signal. Only scenario that leaves to lose signal is something large like the sun/jool, where you might not be far enough away for your cone to hit a relay (planet or sat) without targeting away from kerbin. A dynamic way for the sat in this situation when kerbin goes behind the sun/jool to try to relay to a backup planet or list of backups -- until kerbin is available again might be good. Struggle to find a solution that does not make it too easy. If that sounds too easy maybe you just make the player bring a backup dish and they have to manually point to alternate relay path around the sun before they lose signal if they are worried about signal loss through the direct path.
  15. Not sure how the KSP wiki is, but since this is a mod should most of the information be collected on remotetech's wiki rather than KSP's? https://github.com/Cilph/RemoteTech2/wiki/List-of-available-parts
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