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Everything posted by theSpeare
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
I've finished one or two launch vehicles that deorbit and land back on KSC for high recycling returns - the new fuel to engine prices is actually much better for reusable vehicles. -
[0.20] ModuleManager 1.3 - for all your stock-modding needs
theSpeare replied to ialdabaoth's topic in KSP1 Mod Releases
Can someone help me with finding out what's wrong with my ModuleManager? (or which mods I have installed that's messing with it?) My mods: B9 Aerospace Crew Manifest Engineering Kerbal KAS Kethane KSPX KWRocketry MechJeb2 Mission Controller Orbital Construction Part Catalog Protractor RemoteTech Romfarer Stuff TAC Fuel Balancer Telemachus -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Yeah I can accept it. It can be considered free farming but hey, it's a 365 day wait (which is quite long at full warp anyway). Maybe someday when Squad implements some sort of part deterioration system this'll be fixed lmao I wouldn't consider this a top issue - you should continue working on all the other features that you find more exciting/interesting. But first of all you deserve a break or something, this roll-out of new features has been both awesome and fast. Hit me up if you need ideas or suggestions for balance or something -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Just noticed a bug: I sent out a satellite into geosync under one of the ComSat contracts and waited for its lifetime to expire. The parameters for that mission aren't really randomized, so when the lifetime ended, I picked it up and just repeated the mission again and pretty much collected the reward. I guess it's fair? You do have to wait quite a bit to use it again, but it's a free flow of cash without new launches or anything. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
I can help with balancing or ideas with research in about a week. I think research is definitely the most exciting. You should look into finding other goals you can add into mission design. Can I ask (along with the passive mission progress thing you added) that you add maybe a list somewhere of all the 'client-controlled' missions out there and how much more time before their lifetime ends? Obviously not a high priority problem. The mining thing is a bit hard to think about, but I'm sure we'll come to some solution. I always justified Kethane as a good way to reuse vehicles - or make missions cheaper. The selling part should require your own plugin. I would say have a 'part' that has to always be in orbit - you can sell fuel or kethane or other things. The moment you sell it, you'd just remove the amount from the vessel and add the cost. I think the solution of using the part would be more effective, and all you'd have to balance is the prices for each. The advantage for the player is you'd make a lot of money, but the kethane is lost - how're you going to refuel your ship for another land-and-mine operation? You'll have trade-offs and you're more likely to sell off surplus kethane (as you would if you were farming or something). I would GLADLY write missions for this plugin. As of this week and early next I am very busy (exams - this mod is the only thing that's gotten me still hooked to KSP at the worst time, so I blame you!) but I'm already thinking about writing a package (or at least an expansion package for the stock) based on repeatable mission contracts that you can SOMEWHAT grind for money, simulating more of a commercialized mission-control. It's my belief that this (at least if you're interested) forces you to think about your launch costs and all the ways you can increase revenue via redesign and flight protocol. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Your equation for liquid engines was perfect, you deserve many many kerbal points for this. Also loving the insurance cost for Kerbals - it's really shifting my preference for probe missions (I'm also using RemoteCommand, which makes things complicated for probe missions). Also does your "time required" goal for your missions calculate it based on MET? Because if so then can you set goals like "land here with a probe and leave for a year", allowing you to switch to other missions and have that timer still going? You could then go back and resume the rest of the mission. Another idea (possibly getting too complicated) but if you repeat the same mission over and over again, reward should decrease by a given factor (appointed by the mission designer) with a given cooldown period. What's in mind for the future versions (apart from your research points idea)? And what are the markings for -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Haven't had a chance to try it out yet but what're the new cost factors for fuel and engines? (and between difficulties) EDIT: LOVING the new prices now. Much more realistic feel. Wonderful job. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
I think this payload idea should be explored more in the mission package area, instead of adding new parts. Maybe just lower the reward for these comsat missions? I think his idea of adding a cost scale from a difficulty setting would be better, and a mission can be written to require maybe some parts. -
[1.1.3] Large Structural Components [24th August 2016]
theSpeare replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Oh, my bad! Sorry - don't know much about the process. Thanks anyway -
[1.1.3] Large Structural Components [24th August 2016]
theSpeare replied to udk_lethal_d0se's topic in KSP1 Mod Releases
Hey, while we're on the subject of lights, is there any chance you can just integrate distributed light spots around each of your modules? They'll just turn on much like the station windows. This way part count is decreased significantly and in turn performance improved for large stations. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
I'm not sure about how you're going to balance them, but that sounds like a really great idea! Considering your mod is already capable of passive income, it sounds easy to just add a parallel "passive research income" from satellites/landed bases/telescopes. Your idea is incredibly exciting. I believe though that this should also be a activate/deactivate feature. Definitely believe fuel should be much cheaper compared to engines, and that engines be very expensive. Recycling then becomes very important (challenging, but important). I have to put forward a point for landing recycled vehicles and such - right now, for a ComSat mission of reward for 100,000 I am using a reusable launch vehicle that takes the satellite to orbit, de-orbits and lands on KSC. I save $10,000 (small percentage of total cost) which is great if you're optimistic - but this process requires going back and forth between vehicles to finish the whole mission, let alone the landing operation itself takes a LONG time. As a result, 10% suddenly becomes unattractive, and you'd rather work with expendable engines instead to save yourself some time, and farm the ComSat mission. The Kerbal cost should be high, to make manned missions even riskier - and as you said the encouragement of returning them alive would be wonderful. Can't wait for your updates -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Is there any chance you can add a config file that lets us change and/or add the costs of resources like LiquidFuel and Oxidizer? I plan on lowering the LiquidFuel and Oxidizer to somewhat half rocket engine costs and making a mission package that has cost rewards scaled down by a lot. This way 'expendable' rockets are heavily discouraged. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Hey I just figured out a way you could price Kerbal deaths (if you can't find some sort of trigger in-game). You can charge a cost for crew members, maybe a ridiculous cost as well, and either mission designers can just work this into their rewards OR you can add this price to the recycle rate at the end of the mission. Sound okay? EDIT: So turns out you can recycle when you land on other bodies? -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Just running over it now and it's brilliant. Good work! -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
I've mentioned this already in a post where I've designed my TSTO lander to extreme efficiency (as much as I can do, at least) and if we can't mimic engine improvements and/or changing fuel prices I really really believe increasing that 75% to 90% would be reasonable. Not to mention half the time your construction cost would either be half - or even less - than fuel costs. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
theSpeare replied to JDP's topic in KSP1 Mod Releases
So MechJeb won't activate ASAS on its own when it's doing its maneuvers - I can turn it on manually, but MechJeb isn't activating it autonomously. Is there a fix behind this? Thank you! -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Are you going to reconsider recycle rate for surface-landed vehicles? This'd be great for encouraging reusable vehicles. Maybe you don't have to adjust fuel prices (those are already really challenging already) but I really think that recycle rate for dry landing would be wonderful. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
theSpeare replied to JDP's topic in KSP1 Mod Releases
Oooh, care to share that version? Or explain? -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
MIRROR: https://mega.co.nz/#!ysQjmb5b!QFR7sy6s-TDvq94ZwW9BuTCu0eV4pa5q2dQmN5tv1LQ Sorry this took so long. Sorry if the author didn't want me to do this (I'll take it off in that case) but here's the mirror for anyone wanting this brilliant mod desperately. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
theSpeare replied to JDP's topic in KSP1 Mod Releases
Does this mod affect fps performance significantly? -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
I'm not going to argue for fuel costs because I'm sure you're already set in stone with that idea, although apparently fuel is supposed to be cheaper than the rocket engines themselves (which would make reusability a lot more viable and more encouragable) - however I would like to plead that you increase the recycle rate for mass on dry landing, to maybe 90%? I've been developing these launch vehicles very similar to SpaceX ideas where I land them right back onto the surface to save on costs, and I believe the recycle reward should be a lot higher if you're able to do this. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
Is there any chance of adding vehicle recycling to splashdowns? Maybe apply a slightly lowered percentage of recovered cost Also F2 doesn't hide the Flight Control icon for some reason. -
[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
theSpeare replied to nobody44's topic in KSP1 Mod Releases
If he hypothetically added the option to revert without losses, it looks like it wouldn't even affect you in the slightest, considering how passionate you are about how you play.