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loki130

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    Bottle Rocketeer

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  1. I mean in real life I'm sure there might be nasty radiation concerns, but in this case Solidarity 9 passes well clear of the top of the atmosphere and that's good enough. In terms of actual gameplay, starting in a moon does offer some challenges, but that's part of why I wanted to play it. Interplanetary travel is tricky, I can't rely on mechjeb plotting it so I have to wait until the transfer window is about right and Efil seems to be in about the right place in its orbit for ejection, then fuss with the maneuver node a lot to try and find the most efficient trajectory. It's also annoying to get to Eulb because some quirk of the patched conics means that you can't do an ideal hohmann maneuver because of how large Efil's soi is relative to the distance between the moons, so again you have to fuss with the maneuver node to get a good enough trajectory. On the bright side, though, you never have to wait long for an intermoon transfer window, Anehta's high orbit makes it fairly cheap dv-wise to get to any of Aralc's other planets, and the same will probably apply to getting from Aralc to the other stars, and there's lots of potential gravity assists when you need them.
  2. Part 5: Through Adversity As the program’s 16th year comes to a close, a thread of debate runs through the conference rooms and offices of the space center. Sequential Solidarity flights have tested the potential for more complex and ambitious mission profiles for crewed spaceflight, and it’s clear that the next logical step is to plan expeditions beyond Efil orbit. But the failure of the Eulb Biological Return mission has made some nervous regarding whether they have the technology and experience to carry out such a mission safely, and even within those advocating for such endeavor, there’s disagreement on the target: Eulb has long been regarded as the obvious, mathematically optimal target, but others have suggested that Enots or other moonlets in Anehta’s rings offer safer prospects for shorter missions in gentler gravity (a small minority even advocate for Elad as the most scientifically promising target, but they’re sidelined simply on the grounds of technical feasibility). No final decisions are made at this stage, but it’s clear that much will ride on the outcome of upcoming missions testing the equipment for either approach.
  3. You might need to upgrade your R&D building, I think it's a slight bug where it gives you the wrong tooltip if the cost is exactly equal to your building research cost limit. This is something that could probably be handled here with an MM patch, I think I'd just have to go track down the contract defs and figure out suitable replacement techs
  4. Are you using Deferred? I think that messes with how transparency is done in the editor
  5. Generally I want all parts to be placed based on actual gameplay functionality rather than just aesthetic or conceptual qualities, though admittedly some of the adapters and tubes are classified as hab rather than structural parts based largely on aesthetics (unless you have CLS maybe). Stockalike mining has been wanting for some good patches for a while now, but do test it first to see how the parts are working, I vaguely remember trying to use some of the big drills a while back and they didn't work at all (but that was with mks as well so who knows where the issue came from)
  6. Someone told me they were working on compatibility for habtech2 and a few other mods, but haven't heard back in a while so may look into it if I don't. Trouble is it doesn't have great life support compatibility so there's not much for placing the hab parts (which may also make them a bit pointless in-game), but it does actually look like there may be a lot more in there worth getting regardless. Missing history I can add to the list as well. Core heat is the stock heat system, I think system heat has to be specifically patched over.
  7. Part 4: Closer and Farther Than Ever Before After 12 years of operations, the Efil Space Program has demonstrated its capabilities and the Victory, Pathfinder, and Diplomat programs have shown the potential for exploration in space, but this is no time for the team to rest on its laurels. By now, it’s clear the program has split in two: one team is focused on continuing advances in crewed spaceflight, bringing kerbalkind farther from their home than ever before through iterative improvement of their flagship spacecraft; and one team is focused on uncrewed exploration, pursuing a variety of opportunities for closer examination of Efil’s sister moons as well as potential exploration outside the Anehta system. Though these teams may compete for resources for now, their long-term goals may eventually come into alignment.
  8. Once you get BDB you're going to have to find a way to deal with editor clutter regardless, I suggest filter extensions and getting in the habit of sorting by mass or size. Fuel tanks are a more essential part, they basically set the size of the stack, so available diameter is a more substantial barrier; you can always cheat your way to a wider rocket by bolting multiple small stacks together, but it's generally not as effective or easy as having a single large stack; so locking larger tanks behind techs has a significant enough impact on rocket design to create an interesting challenge and tradeoff in research prioties, but the science cost is still kept fairly low so that the investment feels worth it compared to the alternative of just multi-stacking (tank length on the other hand has much less impact, because there's very little functional difference between 2 short tanks in a row vs 1 long tank, hence why I mostly just group all tanks by diameter). Large batteries are just much less important; you're not going to be building a 5 m rocket from battery parts alone, and if you're building a 5 m rocket the lack of an available 5 m battery isn't going to substantially impact your design, so I don't really see a scenario where you research a large battery tech other than as a "might as well" once the cost is low compared to your science income (or if it's an intermediary to better techs, but then it's not really worth it itself and so effectively just extra cost to that next tech). Maybe if it was 2.5+ m battery parts that would be a bit more substantial, but even then it feels like annoying the player into buying a tech for the convenience rather than creating an interesting challenge before it's unlocked and then feeling like a worthy reward for the science investment.
  9. I think Konstruction should already be there, I can look at the other USI mods, I didn't know TCA even had parts. I don't see much point separating the batteries like that, I don't think the energy density is that different so it's essentially just convenience to be able to have one part in a stack that large rather than having to find some way to fit in multiple smaller batteries, and by the point you need batteries that large you're probably in the ate midgame studying 1000+ techs, so like any separate big batteries node would have to either have a cost in proportion to that tiny extra convenience, in which case it'll probably be negligible by that point and so just be pointless clutter on the tree, or have a cost wildly out of proportion to actually present a significant barrier at that point in the game, in which case it's just not worth it to actually unlock.
  10. Version 0.2.4 github Changelog: - Added mod support: - Artemis Construction Kit - Blushift: First to use the FTL tech - CryoEngines Extension: crowds the end cryogenic engines techs a bit, but they fit well enough - Internal RCS - NRAP - Radial Heat Shields: all just go in the heat shield tech - Smart Parts Continued: mostly distributed in avionics - Fixes: - Tracked down a lot of dual-mod compatibility parts (DMagic, US2, KPBS, KIS, KAS, TAC-LS) - Tidied up node spacing a bit because the LFO line was bothering me - Added patch for the WBI sas upgrades - Moved the misplaced TS-37 separator Does stockalike mining work with system heat? I think that's why I stopped using it, but at any rate the parts would be easy enough to add Lost and Found contains any parts from unsupported mods, though I forgot to turn on the hideEmpty flag before this update so you may have still seen it even if you didn't have any
  11. Restock plus should already be supported, the rest I could look into though I may need to spend some time thinking about what exactly to do with b9 (I'd also like to add OPT at some point incidentally but the latest beta has some dependency issues) Malemute is supported
  12. Part 3: Meeting the Neighbors Last time we saw the first crewed spaceflight by Valentina near the end of year 7 of the program. Many consider this the crowning achievement of the program thus far, and the Victory program will continue with further crewed flights, but within the mission planning team much of the focus is on the uncrewed Pathfinder program and its planned followups. The data returned by these missions promises to answer questions pondered on Efil since the early days of astronomy and science, but opens just as many to be investigated in followup missions.
  13. Version 0.2.3 github Changelog: - Added mod support: - Boring Crew Services: airbag placed in advanced parachutes for now, will need to consider a more general approach for balloons and inflatables eventually - TAC Life Support first pass: parts added, not sure how the overall balance plays yet - Attempted to get unsupported parts upgrades to go in Lost and Found, not sure it works great so far. - Adjusted patch ordering to get it to play nice with KCT, you still get some logspam the first time you research a tech in a new save, but it clears with the next scene change. For TAC-LS, I placed Air filters, water splitter, and all the container parts in Orbital Modules, sabatiers and water purifiers in Orbital Habitation, and carbon extractors in Integrated Life Support, let me know if that seems to work okay. I'll still need to track down parts for TAC-LS added by other mods like planetary bases.
  14. I've seen it before but never quite tracked down the exact cause, it seems to relate somehow to how KCT determines tech prerequisites and I thought I was rid of it but I think messing around more with the stock nodes to get the lost and found tech has brought it back, lemme try a few things.
  15. Version 0.2.2 github - Switched the id of starting node back to 'start' to fix issues with part unlocking and adjusted stock nodes patch accordingly Pretty sure that issue should be fixed To do the conversion, I save the tree as both a yongetech tree and a stock tree, then use a little python script to pull all the part unlocks from the yongetech tree and turn them into a modulemanager patch, and the stock tree and patch are what actually go into the mod. You can find the yongetech tree and python script on the github. Trouble is of course that this means that most parts are added in one big patch (though any parts instantiated by modulemanager patches don't appear in the editor, so I have to track those down and write out dedicated patches for them, which is most of what's in the additional patches folder), so if multiple people are working on additions that way it might get a bit tricky to consolidate them together.
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