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wrobel-cwirek

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Everything posted by wrobel-cwirek

  1. This mod kills my computer, can someone share memory usage with it starting successful? Maybe I am doing something wrong
  2. This is my config file for engines for stock game with mods (I have a lot of mods so had to configure something universal). @PART[*]:HAS[#category[Engine]] { MODULE { name = TestFlightInterop } MODULE { startFlightData = 50 name = TestFlightCore maxData = 100000 } MODULE { flightDataEngineerModifier = 0.25 name = FlightDataRecorder_Engine flightDataMultiplier = 10 } MODULE { reliabilityCurve { key = 0 0.005 key = 10000 0.002 } name = TestFlightReliability } MODULE { REPAIR { canBeRepairedInFlight = False canBeRepairedOnSplashed = False canBeRepairedByRemote = False repairChance = 75 } name = TestFlightFailure_ReducedMaxThrust weight = 32 failureType = mechanical failureTitle = Loss of Thrust duRepair = 250 duFail = 100 severity = failure } MODULE { failureTitle = Explosion! name = TestFlightFailure_Explode weight = 8 duFail = 400 failureType = mechanical severity = major } } Question. Can "reliabilityCurve" section have more keys? I want it to be something like: reliabilityCurve { key = 0 0.005 key = 10000 0.002 key = 50000 0.0005 key = 100000 0.0001 }
  3. Same here. I moved the chance to be 2 and I got failure in like 10 times (then I changed to be 1), I even reloaded few times the start, and it was always in the same engine (3rd stage Swivel) except 2 times (once 1 stage booster, 1 separtaor). How exactly the chance is calculated, is it like every few seconds or it is decided before lunch if the fail will happen and where? This is parto of the config file: KLFCustomParams3 { scienceAtFailure = True scienceAdjustment = 10 timeRandomness = 5 } KLFCustomParams2 { engineUnderthrustProbability = 0.3 autoAbort = False autoAbortDelay = 5 preFailureWarningTime = 5 alarmSoundFile = WhoopWhoop allowEngineFailures = True allowEngineUnderthrust = True engineUnderthrustProb = 0.003 allowRadialDecouplerFailures = True allowControlSurfaceFailures = True allowStrutFuelFailures = True } KLFCustomParams { initialFailureProbability = 1 expPartFailureProbability = 1 maxFailureAltitudePercentage = 1 failurePropagateProbability = 1 delayBetweenPartFailures = 0.1 enabled = True initialFailureProb = 0.01 expPartFailureProb = 0.01 maxFailureAltitudePerc = 0.01 highlightFailingPart = True propagationChanceDecreases = False failurePropagateProb = 0.01 delayBetweenPartFail = 0.001 minTimeBeforeFailure = 5 maxTimeBeforeFailure = 300 } Ps. I also use Gravity Turn mod. Maybe indeed the issue is long stay in atmosphere and it is not a conflict per-se but the result of the used algorytm/frequency of checking if the failure happened? Also question - is the calculation done per part which can fail of just for the rocket?
  4. Is it possible that the calculations can be done less frequently (maybe you can set it in configuration how often) and also a button to calculate it on demand?
  5. It seems you manage to work this mode with deep space exploration. How od you handle the nitrogen issue (needed for pressure control) and no possibility to generate it? For the time being I had to skip this mod for my current game play due to this issue and also due to problems with high warp.
  6. How to generate Nitrogen? I am trying to build 10-plus-years ship to get inter-planet (and even inter-stellar if possible) but I can't find a way to have self-sufficient process for Nitrogen
  7. KSP 2 for me: N-body physics better atmosphere simulation ongoing simulation of craft within atmospheres in background life (and life quiality) support (multi spicies need for life support?) much... much better quest system few sun systems (like Kerbal size, Earth size etc., each with specific features) possibility to play with Humans, not only Kerbals, multi spices.
  8. It would be nice to have "RAMA" style of event in late career (base on https://en.wikipedia.org/wiki/Rendezvous_with_Rama). Maybe some modder would make it
  9. I play in separate instance, Steam just is for downloading new version and stays mod-free always (and mostly not played).
  10. Hi I have build very long ship (Mars One style) and all my science equipment is located in front of it. But the camera is focusing on the middle part - so it is hard to access the science instruments. Is there a way to focus camera on front of it somehow?
  11. So do you mean that both crafts (the one loaded using "Load" and the one loaded using "Merge") must have green attachat point on their root parts? So you can only attached this crafts with their roots parts? That's just bit counter-intuitive. I will have to give it a try.
  12. Ender's Game Edit: To add to the discussion - we need whole game quest system redone (less of the "test X part at Y speed at Z height"), and more the proper quests like sending probes to other planets, creating (and then maintaining, and also cancelling space stations, building new one, changing crews, etc. - liek the mode for Stations and Bases), sending crews to different planets etc., building complex vacuum-only ships on orbit and reusing them - like quest line to build ship, send it crewd to Duna, go back, refuel, change crew, send it to Eve, etc. With proper balanced rewards. I would love... love to have quests in science mode too... just without $$$ rewards. Also - whats it the point of prestige? I don't see any for it. Also administration building sux... big time. This should support better the game somehow. Like the Strategies mode do. The stock "strategies" are very hard to understand. I just don't care about them, The Strategies mode is better. But for this we need at least proper TWR/dV display in stock game, and stock transfer window planner. This two are a must - so planning you can do on paper. Maybe also mission planner (like you can have white-board where you can put steps you want to do a mission (like start from Kerbin, transfer to Duna, Duna landing, Duna start, transfer back to Kerbin, and it would help show what are the time for this, the dV, TWR needed, etc. etc. Maybe with "sub-missions" if for example you want to build mother ship with "drones" and "landers".
  13. Problem is with sending the bacteria/wirus samples to the station - in case of ascent failure there is no guarantee of destruction of the hazardous cargo (as in the Columbia shuttle catastrophe were some worms from bio-samples survived the crash). With viruses/bacteria it would be even more probable. And then you have Day-Z
  14. I always waited to perfect transfer window, but just recently, when I started to play historical missions mod carieer, I "discovered" that there are "windows" not perfect, but doable - so called higher energy transfers. So now I am sending lot's of probes and I plan to do Duna mission with life support mode (+greenhouse) etc. Recently also I started to use docking so I am no more stack with small ships. But before, it was just too long to wait for perfect transfer window, and I was also feeling that I am loosing something when I was not taking some cntracts, which then too so long time to finish (RL, not game time). But this game needs proper mission planning tool, transfer windows tool (showing not only perfect one, but also "better, not so good, but still nice windows"), dV showing, better rewards from going, better quest system etc. I am so f. tired of stock "test X part on Y height with Z speed" - so dull, They need to do better quests...
  15. I am for it. With as much complexity as possible - but adjustable by settings: I want everything: quality of life, health, mental health, need to communicate with "family" (ok, just the Space Center - just like probes in 1.2/Remote Tech) bones issues after long flights, new "doctor" job, centrifuge/training stuff required in order not to have health problems after coming back, greenhouses, oxygen, water, food waste CO2 (maybe even CO?) filters radiation radiation shielding (with water tanks also?) sex? (new small Kerbals) - ok, maybe this is too much, but... maybe not... after all we have two sexes Kerbals age-ing? etc. etc. etc. hell - add also possible breakdowns, need for replacement parts and real engineer job for our Engineers, not just "parachute re-packer". Lot's of people wants to have "end-game" - this would be real end game! Not next planet to visit... it will get boring again. But keep you fancy 100 Kerbals alive to travel to Jool and back you are so proud of... yeh... bring the 120 Kerbals back (with 20 small one... or maybe randomly 150? Depends how long also this trip takes). Pool Hofman transfer... ok - but don't expect Kerbals to live so long... Then you can have the multi-generation ship traveling to new Sun? Also in stock... when old Kerb-sun dies? After al it is not dV which stops us from going now to Mars - we have the technology to have plenty of dV... it is just expensive. But the real challenge is the health (all categories of health) issues.
  16. What is this 'vertical snapping' for? Btw - my current most powerful rocket attached. The 3 solid fuel rockets should be fired while flight when 1st part fuel is burned out and again fast de-attached since they are only used for cennecting
  17. Hi First post here, I'm new to the fun with this rocket building, but this game is something I was looking for very long time. Anyway, I have question - I have version 0.9.0 - standard - no extra modules, and most powerful rocket I was able to make is from top: parachute cabin separator 3 x liquid fuel engine separator SAS module 3-way separator 2 x liquid fuel + engine in each section this is the most powerful rocked I was able to made, it can easily to achive V2 (escape speed) or eclipse/circular orbit with lot of fuel left. But I want to make bigger rocket. And I can't, because it doesn't start - it is too heavy. How to build better rocket I experiment with extra engines, but it makes the rocket very unstable in flight, and even if they reach orbit there is no extra fuel comparing to the above one - due to many adjustments of fly direction
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