Jump to content

Bothersome

Members
  • Posts

    397
  • Joined

  • Last visited

Everything posted by Bothersome

  1. Well, if you're finished, a few things you could do is go for a very large science score. Or you could download a new tree and help test it out and make suggestions.
  2. Well, I've got a first try of this mod ready for play testing if anyone wants to give it a whirl. This mod also changes all Command Pods and Probe Core to NOT have reaction wheels built in. This didn't seem like real space craft to me. To be able to turn about a large craft, you need large and heavy reaction wheels. You wouldn't have any room left in the capsule for life support with those in there. You now have to use the reaction wheel components to use electricity to turn your craft. The start of the tech tree makes the most logical layout, but other things that seem to be needed early would empty out the later tech branches. So I didn't move them from where they seem to fit the description of the nodes they were in. I-Beams and Wheels are some of the things that come to mind. But there are not many early nodes to put those in and it would empty the later nodes and have no reward for the player to invest in those later nodes. So I thought it best to just leave them there. Anyway, give it a play test and let me know what needs moving. Download Link for SCS.zip
  3. Well, I have already started a mod for making a tech/research tree that fits in the wants of this thread. I came here looking for the "proper" way to install it. Right now I'm using JSGME to install my mod. But I've seen somewhere (I don't remember where) that Squad wanted us to use a different method. But changing the location of the parts on the tech tree involves changing the cfg file of every effected part. JSGME manages all that, but is there a more preferred way? It would be nice to get a couple more people involved in this mod. You should also understand that the node layout is hard coded in the EXE. So I'm not going to be changing that. Just where the parts are located under the stock tech tree nodes. This is my first time making a custom mod for KSP. I've modded several other games (the Silent Hunter Series, Railroad Tycoon 3, and a few others) in my past. So far the mod is working out real nice. Especially at the start. It just takes a while having to mod, then play test, then mod some more, then play test some more, and so on. Let me know if you're interested in play testing and giving feedback on what should be where and why. It would also be nice for you to have scype so we can communicate much quicker while making the mod and testing, and,,, I only speak English.
  4. I've been an avid stock player for so long,... After completing the stock science tree I'm back to square one again. Which is to say I'm are basically in sandbox mode of play finding my own reasons to continue. But this is one part that should be in the stock game. I mean, how hard is it to invent a storage box for rocks? Since I'm probably going to be dabbling into the dark side, I'm also needing a science tree work-over. One that makes more sense as to how technologies tend to come into existence. Wheels should NOT be at the end. Nor should metal I-Beams and plates. Something definitely needs to be fixed in the tech tree. OK I'll quit ranting in your thread. Good job you did there. P.S... Forgot to ask, would it be feasible to make it so you cannot transmit samples? Is it possible to turn off the transmit for samples only? I could understand that, if we had a oven/crock-pot/molecular analyzer/gadget/whatever to "cook" the samples while on remote location, the data from that could be sent back. Only a percentage would be usable and should take quite a long while and use tons electricity. Bringing the samples home would obviously be best because the entire worlds technologies could be brought to bear on those samples.
  5. I'm currently gathering data from "Midland Craters" at 14' 51 S -- 180' 44 E Might make a note of it. I wonder if other Midland Craters gives a different biome?
  6. So I guess there is not much value in "Exploring All of Kerbin" then. Thanks for the answer though, much appreciated.
  7. Why the "Data Value" is so low on some things. I just did a fly-over the Kerbin mountains and the report said the scientific value was 140 (first time take there). So I landed the craft and did a return for max value. I got 14.0 points of science because the Data Value was at 0.1. Why is that value so low? Some other things were like 0.7 so those didn't take such a strong hit. I guess what I want to know is, what is causing that Data Value to go so low. This thread should be moved if it's in the wrong place.
  8. Asus Crosshair Formula V MB AMD FX-6100 @ 4.0 GHz Redline 16Gig RAM @ 1866 MHz NVidia GTX-470 Windows 7 64bit
  9. And why should this be in General Discussion section of the forums? It's not very generic to the game and its specific to you, so why should it not be moved?
  10. To me it looks like they got off on the wrong foot with their number system. If they'd had used integer math to represent the positions and wrote their own math functions to do the calculations on those numbers they could have started out with 64 bit integer numbers. This would represent a universe of by my calculations of 922,337,203 MILLION meters radius at a resolution of 1/10th of a millimeter with the sun being in the center. That is what a 64 bit number universe could do for you. Then you wouldn't have to use a lot crazy trickery to get around the Space Kraken problem. And because you're using integer numbers to represent the universe, your calculations could be done a lot faster (no floating point). However, you would have to make your own trig functions to operate on those numbers, and this is probably why they didn't do this. It would take some serious math geniuses to come up with all that. But, there are libraries (program function libraries) that have already solved math with big numbers. Most likely it is WAY too late to change anything over now, so I recon we gonna have to live with what we got.
  11. You could participate in some of the many challenges posted already. Have you done any of those? Here is one that needs more competitors.
  12. That is some impressive RCS usage. Congrats with that and I wonder if that was the first time anyone ever got a rocket to space on RCS only.
  13. I'm not following you. Why are you adding the 1752 to the divisor for example? And number manipulation might work in theory, but I gotta see an actual screenie of it up there to be counted. We can't dismiss the problems of transfer and/or cargo placement and securing to get a theoretically high score.
  14. So, it looks like the nukes have been put into use now. The war is heating up I see. I would have never thought those scores could have gotten so high.
  15. I didn't create the challenge, so I can't speak for alacrity. Maybe it was about having to use all your skills to assemble something for fun that meets a purpose. Maybe it was just to help educate the newer people here on the forums on how to go about getting to Eeloo. If you don't find it interesting, why are you here? Are you trying to convince us that it's not something we should try to accomplish? Maybe I read your post wrong, It's usually all my fault at the end of the day anyway.
  16. OK Radam, I think you got the top positions on this one. Anyone else wanna take him down a notch or two?
  17. Lots of parts increases the load times too. In my main game I've got about 52 flights going and who knows how many space debris going. That game has a loading time about twice that of a new game.
  18. I didn't read the article or the replies. Cause the title pretty much asks it all. But worrying about the slow loading times is not even worth a mention compared to the fun stealing bugs still in the game. You want to know what I mean? Take a look at this race challenge. Drive it around real fast and observe how when the rear wheels just touch the ground at an angle they don't slide any. Each time they hit they act like they hit an immovable object at about rim height. Very frustrating, and there are many bugs in the game like this that affect our flights and operations. The loading time is miniscule compared to those things. Extra loading time is only costing me a half minute at most. But I'm not sitting there all day loading things. But in that challenge I posted above, you will re-load a few extra times BECAUSE of the wheel bug making you crash. Quit bitching about the symptoms, and start bitching about the cause. Maybe then, Squad will put there efforts into what matters.
  19. That's pretty impressive, and definitely shows signs of thinking outside the box. Well done, I'll post your score. I do not know my D-V to orbit. I don't use any mods.
  20. No, manual transfers are not in the rules. So it's legal. However, running a mod to move the fuel automatically would be the same as running a fuel line. So no auto fuel moves.
×
×
  • Create New...