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John FX

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Everything posted by John FX

  1. Well at least they have not changed the way Squad operates in that area then.
  2. Notice that loading is nowhere near finished. The final number is over 46,000...
  3. If in Oz, it is not worth mentioning there were ants anywhere, including your coffee machine. Ants are literally everywhere. Do not even put down your sandwich between bites...
  4. Myself I have mechjeb installed, which allows you to do this. You can make and destroy nodes with the node editor even when not connected. You have no manual control still but you can have the `computer` in your craft make some basic decisions, like a circularisation burn for example. I agree that something which belongs more on the main screen at KSC should be made and destroyed without a connection in a stock game though.
  5. I used to play BTSM, I have found great joy playing RSS/RO/RP-0 with Principia. It provides similar levels of difficulty if you want along with upgraded physics, limited engine ignitions, limited burn times for engines, and more to make the game more `fun`. It also pretty much forces you to start unmanned because it is just too hard to get a kerbal up there and back without killing them for quite a while. It does however include Procedural Parts which you may want to avoid for an experience closer to BTSM. Just a thought, hope you find it.
  6. If you get a better machine to play KSP on, I would suggest RSS/RO/RP-0/principia with testflight, which does similar things to BARIS. It's interesting...
  7. Not quite sure what you mean but I have outlined the reasons why Fusebox and Ampyear are not suitable and why a stock implementation would be best above your post.
  8. I don't want things more complicated, the opposite in fact. Currently (ba-dum tish) you have to look at each part individually, add up the various consumptions and productions to see if you have enough power being generated or not. That is a pain. I would like a readout showing the max power consumption for the whole craft and consumption per stage. It could be shown as a popup if you hover over the stage marker in the VAB. A similar display showing production would then mean that I have to think a LOT less about just EC. In combination with a rationalisation of the power consumption of some parts I am of the opinion it would improve gameplay for the technically minded and the less technically minded. It would be one less thing that needs a spreadsheet... EDIT : I have tried Fusebox, also Ampyear and while they do a fair job, fusebox fails to note the usage and production from so many mod parts that if you run mods it is almost useless. Ampyear does a much better job with edge cases but has a conflict with other mods and it makes the root part unable to move. It hangs in the air and the whole craft just hangs from it. Nothing can make it move. Bit of a sticking point for a game based around going places. It would be best to have a stock method of adding up EC usage and EC production. It would catch all the cases that use and make EC and suffer less interaction with mods.
  9. Is there a known bug that would explain why my KSP crashes if I try to warp more than about 20 days at the KSC? I am hoping there is, otherwise I am facing a fair amount of mod interaction investigation. EDIT : It seems the bug I have is a lot like `Crash when time accelerating #1561`. I have the latest version of Principia and that issue is closed though. Are there particular logs or similar which may be useful? EDIT 2 : I have a new error in glog,
  10. Currently EC is in `units` which do not seem to relate logically when different uses are considered. Some parts use far too much, others not enough. Generally in the game, the units used do not seem to relate to real world units, we use meters and meters per second for height and speed of course and Kg for the weight of your craft but what is the fuel unit? Kg, Litre, pound? What is the EC unit? Kwh? Ah? Why use Earth units for some things but not others? It makes no sense when people are using equations to determine the rocket equation for example to not have the unit that fuel comes in be obvious to the user. In a similar way, EC usage needs either a mod or a spreadsheet just to know if your craft will have enough or not. It would be nice to have maximum EC usage reported to the user as a single number in the VAB at least. It would really be nice for there to be some unit for EC which would make sense to someone familiar with electricity. A general pass through the code dealing with EC making all part's usage make sense relative to each other and having each part let the user know the EC usage, not just in the VAB but in flight as well would be most welcome. I am sure some others have better things to say about sorting out the way KSP deals with EC. These are just some early morning random thoughts from me. Sorry if it should make more sense, might need another coffee
  11. Tell me about it, I committed to designing a real world product about a year ago. Learning what I needed was the easy part, the hard part is making myself work on it every day because I know if I can get the product in a stable saleable state it will be very very worth a year or two of working with no wages. I now have a prototype working in the real world doing all the stuff it needs to, now I need to strengthen the code, make it properly robust and add a pretty , stable, and functional interface so people think the underlying code is also pretty , stable, and functional. Realistically there is at least another year of work to do. I am not doing bad for only having a design team of 1. EDIT : It's not a big problem but a problem does not have to be big in order for it to still be a problem, enough of a problem that someone is willing to put the work in to sort it out. So, not a big problem but still a problem to some.
  12. I hope you have that piece of text on your desktop for easy copypasta, I can see that turn of phrase being appropriate for a lot of things which require a mod currently. This sort of thing hardly slows down the game at all, especially compared to the slowdown due to having a couple too many parts. The `must run on potato` argument is starting to really be invalid for graphical upgrades these days. I am running RO/RP0/RSSVE/scatterer/RSS with 8k textures on a graphics card that cost about £60. When I was looking I could not find many cards worse than it, some which were lower spec were the same price. I really did get pretty much the cheapest, worst card I could because I plan on replacing it as soon as I can afford to. Anyway... This mod looks really good, I hope many other mods make use of it. /In other news I am trying Principia, it is really nice and much more polished than the last time I considered it. Just sending a probe to Jupiter to let it get affected by loads of moons Want to try and attain orbit around the moon with a ballistic capture. Thanks for reminding me about it.
  13. Ah, yes or course. I forget that RSSVE is essentially just an umbrella over EVE. Would still be handy to have the hotkeys for opening various menus listed in the OP of RSSVE for EVE and scatterer. I will check the EVE OP for the hotkey, thanks
  14. This is exactly the problem I am experiencing at the moment. All I am looking for is the hotkey to open up the settings window but that information is not in the first post or the wiki as far as I can see and there's no way that I'm going to look through this many pages of technical support requests just to find that out
  15. Put it on a tweakable. At least make it available to advanced tweakables.
  16. That is completely understandable, to be honest just knowing the relative increase in range for various antenna with the upgrades is very helpful. I always wondered just how beneficial upgrading the antenna was, now I know it is very beneficial.
  17. yes, eventually you will. Either your old one will stop working, or a new one will be so cheap for what you get that you will just replace it, or your old one will stop being supported. Unless of course you plan on your current card being the very last one you will ever buy and you will stop using a computer if it stops working. I didn't say you were, you said that part packs were overpowered and you would assume all part packs were unless proven otherwise, there was no mention of boredom. Here, if you have forgotten I have quoted you for you. If you wanted proof of parts that were not overpowered, you should try Realism Overhaul; and the part packs for that because they are the proof you say you require. Not because you are bored with the game. I then stated that even the most basic card can handle them, mine is very basic and does fine for example, if your card is worse than the most basic one then the problem is not with the part packs. I have had great fun using them. EDIT : That seems the most appropriate response to me also.
  18. Nope. I don't think replicas are boring but I like designing my own craft and landers so much I do not even repeat designs across saves. I like revisiting the same problems and seeing if I find new solutions. I have just started testing Principia with RSS/RO. It seems very stable and provides the same level of interest over RSS/RO that RSS/RO does over stock. Orbits are... interesting.
  19. I too am hoping for the best. All this talk is just that. Talk We all will have to wait and see what happens. We may get the best game of the series before they kill it off with a terrible game, we may already be playing that game. None of us know, not even TT.
  20. You should try Realism Overhaul and some of the rocket packs for that. They are as close to real statistics as can be done and make stock parts feel like crazy overpowered vanity parts, especially when there is a limit on the amount of time they can run before burning through and failing, and a limit on the amount of times they can be ignited (usually only once). As for your poor graphics card, I am afraid only one solution seems appropriate for that, getting a better one. The one I am using cost £65 from amazon and it runs a full RO/RSS(8K textures) install with many many part packs, as well as RSSEVE, and it does it without breaking a sweat. The level of hardware needed to cope with a fairly intense KSP install is really cheap these days and nowhere near the top end, at least as far as graphics cards go. I am just getting the feel of Principia as we speak, it is very very cool. Throws out of the window most of the stuff I have learned in KSP, even the new stuff I learned playing Realism Overhaul in RSS. Not harder, not easier, very different and a LOT more fun. EDIT : "There's a mod for that" is, as you say, trite and is punted out at times when it is not appropriate. Conversely, it is just as annoying when someone is asking for mods which can do that or the easiest way to find out that information and they get told to use a pen and paper or a spreadsheet, and for the same reasons. Some people just want to know the Dv of their craft and to have it displayed live without loads of working out. It gives it's own type of understanding of how and why things work the way they do when you make changes to your craft and see the effect on Dv live. It is the difference between a list of numbers and a graph, it allows you to visualise what is going on in another way. Many scientists visualise their data to get a better understanding of it. It can speed up the learning process no end.
  21. I do not know how much money is being made from selling things like Kerbal plushies, Kerbal 3D printed models, etc When you buy the rights to `kerbals` and all things kerbal that opens up many more options for monetization than just selling the game. It also opens up options for mobile games that are nothing like KSP. Kerbal Crush anyone? Angry Kerbals? Kerbalcraft? and so on. But with less copyright infringement.
  22. Initially I though the thread was about grabbing items on the tech tree, possibly to move them about in order to make your own tree. That would be great. On topic, I imagine that, as said, the options opened by the claw are fairly specific and the item would not go well in other nodes, the item is not needed for normal play, so it is optional whether you spend the science to open the node. Later in a career, the item would be relatively cheaper.
  23. Generally to see lens flare, you also need to see the light source in order for that to flare inside the lens. Although just because it cannot be does not mean it is not supposed to be...
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