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KerbMav

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Everything posted by KerbMav

  1. If you are already there you might as well land.
  2. I never looked into the physics.cfg at all, always assuming it would a lot of stuff I probably should keep my hands away from anyway, but today ... We can torture our processors by increasing the range at which vessels are physics enabled just by the tip of a finger? VesselRanges { prelaunch { load = 2250 unload = 2500 pack = 350 unpack = 200 } landed { load = 2250 unload = 2500 pack = 350 unpack = 200 } splashed { load = 2250 unload = 2500 pack = 350 unpack = 200 } flying { load = 2250 unload = 22500 pack = 25000 unpack = 2000 } orbit { load = 2250 unload = 2500 pack = 350 unpack = 200 } subOrbital { load = 2250 unload = 15000 pack = 10000 unpack = 200 } escaping { load = 2250 unload = 2500 pack = 350 unpack = 200 } } The kerbonauts becoming more resistant to G-Force effects with XP-Levels is a nice idea. Also, do the scientists still increase the returned science value? I thought they now increased the science generation of the lab? And: What is the SpecialExperimentSkill about? EXPERIENCE_TRAIT { name = Scientist title = Scientist desc = Scientists can boost the value of data from Science experiments. EFFECT { name = VesselScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = PartScienceReturn modifiers = 1.05, 1.1, 1.15, 1.2, 1.25 } EFFECT { name = ScienceSkill } EFFECT { name = ScienceResetSkill } EFFECT { name = SpecialExperimentSkill } EFFECT { name = ExternalExperimentSkill } EFFECT { name = GeeForceTolerance modifiers = 1.1, 1.2, 1.3, 1.4, 1.5 } }
  3. "You won't believe what happened next!"
  4. Mitchz95, please report to the planetary protection officer, at once!
  5. I do not know if Unity can handle objects with a SOI moving in and out of other objects' SOIs? You can only see vessels (asteroids count as such) at app. 2.5 km and even then they are not completely affected by physics if I remember correctly.
  6. OK, apart from this trailer basically telling the whole movie ... The space scenes might be worth a look, if not in the cinema though, because the plot steers into a teeny road love direction to the end - which makes it an interesting combination of scifi and coming of age?
  7. 1. Maybe it is a limitation of the graphics engine, but the star was not visible from Jool - or if it was then it was really tiny and not visible against the skybox. 2. Darn, so I will have to complete that Excel sheet in the end ... 3. So ... How many digits after the comma/point (depending on cultural preference) can your mod deal with in the factors? PS: I know, hence the (Sun) behind my Kerbol - which was the name for Kerbin's star I learned the first time I visited the forums and grew up with so to speak. PPS: You do not want to be kissed?
  8. https://www.humblebundle.com/books/science-fiction-by-real-scientists Reviving this thread just to make the usual suspects aware of this sale here. Sci-fi e-Books written by scientists. No idea if they are any good though.
  9. 1. This has nothing to do with the game, but with the business model of crowdfunding. The players do not buy these ships - which will be available to all players later for ingame currency earned from missions, trading etc. like any other game - the ships are meant as a bonus for people who wish to support the game even more after the original "kickstarter" campaign ended. So, it is not a DLC, as all ships will be available to everyone. Regarding the "pay to win" aspect - kinda, but players do not have to compete against each other - as far as I am up to speed - as you can choose how much interaction you want to have in "your game". A bit like the instanced game play of Elite Dangerous you can choose to encounter players in PvP or almost noone at all. 2. The flight model has and does change over the time of the game's development. They always tried to combine realism with playability. Depending on the maneuverability of a ship, it will do exactly that: turn around and burn the other way. To not kill the pilot instantly, you fly a curve and thereby change the flight vector over time. This also makes the ship harder to target, as it will keep moving around instead of slowing down first. Regarding the forward facing gun turrets: Gameplay. Automation kills it. There are weapons (I think) that help the pilot to aim and hit by gimbling a bit, and larger vessels will most likely have auto-targeting turrets, but it is still meant to be a game to be played instead of watched by the player.
  10. Should be followed by James Bond - Moonraker -- for reasons that will become apparent during the movie. And it is also kind of a space movie in some parts.
  11. There is an occlusion slider in advanced difficulty (? somewhere). They set an extra slider for bodies with an atmosphere to simulate reflection of the signal at different atmosphere layers.
  12. There is a problem with this option and x-times bigger star systems?
  13. Some of these make me miss the older whityer Mun again. I started in .20 or .21 and played the demo - but I do not have much of the older stuff either. Especially shots from my crazy first rockets that I kept extending and adding boosters and stages, because I did not have a kerbing clue about anything - even trying to use LV-Ns to attain orbit after going straight up.
  14. It all depends on price and content (what is it and how big). Something I might put a few bucks into would be personalized Kerbals, new textures and some more "3D features" for the standard model. Interstellar travel to reach new star systems to visit and explore would be nice. I guess a coop with the guys from No Man Sky for more interesting planets (sans flora and fauna, but interesting geological formations) is a compellig idea.
  15. Wait a minute, I thought the part pack was incomplete, and now I seem to understand that there are changes and functioning cfg files, even using upgradability?
  16. They will not, and they are not configured for simple use if I read right. (?)
  17. I guess the mod that takes old textures and models to keep them available for nostalgic players is still around.
  18. @Sigma88 I hope your motivation returns for 1.2, as I really (although only recently) fell into love with the idea (and thus your mod) to move things around a bit without changing to much or requiring a lot of other mods for the game to still work. 2x Kerbin still plays well with the standard parts even in career mode. But I was always bother a bit by the short flight time to Mun. Moving everything further out let me stumble over a couple problems though: 1. Without a significant multiplier for Kerbol (Sun) it is no longer visible from the outer planets - x50 is not even enough for it to be visible from Eeloo! Has anyone figured out the relation between size of a body and distance of its visibility? 2. AP/EP is measured above "sealevel" of the parent body, no? So it should never be necessary to increase the orbit of e.g. Moho for it not to be swallowed by the star, yes? 3. Has anyone readily available the function that lets me calculate the size of Mun needed to create a full eclipse on Kerbin for an specific size and distance of Kerbol (Sun)?
  19. No reason to appologize. And I might just have found another mod for me.
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