Haze-Zero
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I was wondering if I could somehow use Kethane to accomplish this. I thought perhaps of combining the converter functions directly into the drill parts. I also considered perhaps somehow making a Module-manager cfg that would somehow add mode-switching to (nearly?) all stock engines so they could Kethane directly as a fuel, but then I would need to redesign stock tanks to somehow hold Kethane as well, if I didn't want to replace my entire fleet of ships with Kethane tanks instead of stock tanks. If you notice the theme here, the idea is to remove the scanning processes, and either streamline or remove the converting processes. By cutting out the converting processes you also wouldn't have the need for tanks as well. If I may ask, can resource deposits in Kethane be linked to biomes? It might would be cool that only the (Great-)Flats of Minmus contain frozen Kethane (or pick your resource). The polar cap's of Duna contain water (if you're using a Life-support mod and Duna eventually gets Biomes as well).
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Disclaimer: First, I am not a mod-maker or mod-dev in the slightest, but I have been giving some consideration to a Kethane Lite idea. Second, Kethane is an awesome mod, I love it and I feel nothing but love for Majiir and the work he has done for this mod. I do not wish to make a replacement to his mod or even a mod that would compete with his. I post this only to ask one question really about the feasibility of my idea. If I did somehow manage to make this mod, which is highly unlikely, it is even more unlikely that I would release it to the public. I would keep it for personal use. I mostly use the term Kethane Lite as a reference and to give an idea of what I would like to accomplish :End Disclaimer The idea is basically you land your craft anywhere, deploy the drill and it will mine up whatever fuel the drill was made for. There would be no scanning, no hunting for deposits, and this would be a completely cheaty way to obtain free fuel for your craft. I realized I could do this by simply making the drill a fuel generator that takes electricity and generates fuel while the drill animates. My question is, is there a way for my generator to know, without making a plug-in to tell it, that it is 'in flight' and thus NOT 'landed' and make it unable to generate fuel? The moment the craft is landed, it unlocks the drill and now the drill is free to generate all the fuel you have the time and electricity to make. Edit: I apologize, this should most likely be in plug-in development help and support.
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Wait, how does this work? - - - Updated - - - I think it works like this? - - - Updated - - - oh, it does work like that! yay
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This is my personal opinion but I feel that the Aerospike should be buffed accordingly, listed in order of preference: -The TWR should be brought up to at least be on par with LV-T30 or better. -A small amount of gimbal should be added, maybe 1 degree perhaps. (Note that I feel that the gimble of ALL engines should be doubled, in most cases.) -Fairings could easily be made for this engine, making it stackable.
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Where's KSP going?
Haze-Zero replied to Kerbonautical's topic in KSP1 Suggestions & Development Discussion
I was wondering when someone would make this joke and for a moment there, I thought I would have to be the one to do it. Thank you. -
Limitless Solar Cruiser - Need help and ideas
Haze-Zero replied to stildawn's topic in KSP1 Gameplay Questions and Tutorials
This is mostly personal preference, but you may want to make the Kethane Miner also be the craft that converts your Kethane into fuel. This will be the most convenient, because you can land with half tanks or less and then mine the Kethane, perhaps even converting it into fuel as you mine and then lift off with a full fuel load. What you don't use in your ascent, gets returned to your mother-ship. Depending on your landing skills, you may want to make this craft into a Rover incase you fail to land on a deposit. Its been covered here, but Kethane works like this. -You deploy a scanner in an (polar) orbit around a planet at a certain height depending on your scanner. Each one has different ranges, and different power consumptions. A polar orbit will eventually scan the entire body except on moons that are tidally locked to their parent planet. -After circling a bit, which you can do in the lower speeds of time warps, your scanner will find a deposit. -Then you will want to deploy your Miner/Converter, which you want to ALSO be equipped with a scanner, to land at the deposit. -Deploy solar panels, often the bigger the better. Deploy Drills. If you have enough solar power, you can also start converting as you drill. You can Timewarp the whole time you are doing either of these. -Fill up your tanks on the Lander -Return to mother-ship -Refuel mothership and repeat the process to get as much as you need. Things to Note incase you didn't already know OR Things to consider. -Eve and Tylo are VERY challenging to land and/or escape from. It is difficult to design landers to land and/or escape from these two bodies and often require specifically made craft for these two bodies. It is possible to (semi-easily) design a lander that can land and escape from every other landable bodies in one multi-purpose craft. -Eve, Laythe, Kerbin and Duna are the only bodies with atmospheres. A lander with parachutes can land on bodies with atmospheres. While parachutes become useless on bodies without atmospheres, these can be significant weight savings when considering them against the extra weight of Space-Plane. -Laythe and Kerbin are the ONLY bodies in which Jet Engines work. If you wish to fly your space-plane on Eve, or Duna you will need to rely solely on rocket engines. Your wings will work on these two bodies but not jet engines. Because of this fact, I would recommend that you save the weight and NOT take a space-plane at all. You will only get to really enjoy flying it on 1 other body besides Kerbin. -IIRC the Kethane Mod (its been a long time since I used it) has a Jet Engine that runs solely on Kethane, no Oxygen required. Though I could be wrong but it maybe worth checking out, if you're intent on having your space-plane. -The Kethane Convertors follows the REVERSE of fuel-flow rules. This is often confusing to first time users of Kethane. The Nuclear Engines are certainly the way to go for your mother-ship. You may want to consider using them for your lander as well, but while they are efficient they do not provide much thrust. Depending on how heavy your miner-lander is, you may want to consider 3 or more. -
Hey man, this is your mod, and you develop it how you see fit. I am not sure if this has been suggested before but I am wondering if you perhaps thought about adding landing engines to your landing legs module? If not engines specifically for the Konquest modules then perhaps just some cleverly placed attach nodes and a couple of hatch openings so that we can attach stock engines inside the landing legs module and these engines would be safely and neatly tucked away inside the module.
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Thank you for pointing me towards the output log, it shed some light on things. It seems that the newer versions of ModMan is going through EVERY persistence file I had in the game, some going back as far as .19. Many of these I have not loaded into the game possibly since .19, so their persistence files have a ton of flights with ships, many with mods I do not even use anymore (such as Kethane). With each new version of KSP or even when I change a large mods (like Kethane), I will make copy the last save game and use notepad++ to edit/update whatever it is I need to update in the persistence and leave the old game profiles sitting, incase I need to go back to them for whatever reason. Now I suspect that if I left KSP (and ModMan) sit there and do its thing for 20 minutes or so, it would eventually load the main-menu but I never did that because I thought it froze right there. To solve my issue, I simply zipped up the old saved profiles leaving only 1 single persistence and 1 single profile that I have active. This cuts down my wait time and it loads the main-menu.
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I do not know why, and I peeked a tiny bit around this forum to see if I missed something and I am sorry I didn't dig deeper but my KSP will never reach the main-menu screen if I use a ModuleManager 2.1.3 or 2.1.4. I can go back to 2.1.0 and the game loads fine. I would have tried 2.1.2 or 2.1.1 to test but I don't have those dll files in any of the mods I downloaded recently. Yes, I saw the thing about 2.0.7 updating to 2.1.0 and got past that without a problem. I haven't done any other experimentation to help shed any light on this issue. I write this in hopes that I perhaps missed something I needed to do, but didn't or in perhaps I am not the only one with the issue. Update: I found the releases folder on GitHub and I have tried 2.1.2 version. The game fails to reach the menu screen there also.
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I love it! I haven't downloaded it yet, but does it automatically check for those things? If so, its even more awesomes. I already have ideas to suggest and I haven't even downloaded it! I am going to assume that it does automatically check for these things. There should be 2 different type of 'check boxes', like round ones the plugin checks automatically for you and then Square ones where the user has to put the check in the box themselves. Round checkboxes can be for 'craft title/desc', craft saved, landing gear, struts One of the ideas I had for a Square checkbox is 'Staging'. Its a reminder for you to make sure you fixed your staging. other Square checkboxes for action groups, crew assignment. hmm, for landing gear maybe a square checkbox for landing gear rotation, making sure the landing gear aren't upside down.. oh, and one for docking ports not being backwards
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Don't like Career Mode
Haze-Zero replied to Boiler1's topic in KSP1 Suggestions & Development Discussion
I am sure that this has been said in this forum somewhere, but my major issue with career mode is that Struts (aka space-tape) are so high in the tech tree. Struts are there to (sort of) solve what I feel is a fundamental design flaw in the games physics and that flaw is the 'wobble'. (The fact that this wobble can then be seemingly fixed with a simple mod that scales the node connection force with the size of the node does indeed tell me its a simple design flaw that is easily fixable and a flaw, not a bug or limitation or even an oversight). Overall I am not happy with the design of the tech-tree in general, but I understand that its there to help teach new players a bit more about all the parts of KSP. I can totally bite off on that, if this part that was made as an answer to this game flaw was available at Tech0 or Tech1. (Yes, I am aware I can just edit the part file and move it lower, but to me, thats breaks my weird and twisted, mostly hypocritical, self-imposed, 'no-cheating' rules.) -
BSC: Super-Heavy Lander - The next BSC will.....
Haze-Zero replied to Xeldrak's topic in KSP1 Challenges & Mission ideas
When the Kerbal Aeronautics and Space Administration started searching for contracts to build a compact lander that can fit within the standard B9 HL CargoBays, it was Hazey Rockets and Fuels that answered the call with its Pilgrim Mk1. By minimizing weight and maximizing crew capacity the Pilgrim Mk.1 provides a surprising amount of Delta-V. Enough Delta-V to allow the capable lander to escape from the surface of nearly any celestial body in the Kerbin system with the exceptions of Eve, Tylo, and Kerbin. Crew Capacity: 4 Kerbalnauts Part Count / Mass: 39 parts / 15.18tons Delta-V / Kerbin TWR: 3140m/s / 1.01 twr (on Kerbin) Engines: Three LV-909s Liquid Fuel Engines providing 150kN of Max Thrust, rated at 390 Isp. Control/RCS: Three RV-105 Thruster Blocks w/ 80 units of Mono. One Large Advanced SAS rated at 20 units of reaction wheel torque. Power Generation: 2 RTGs with three Z-100 Batteries, providing a max of 310 units of elec charge. Other Features/Amenities: -Two Mk16 Parachutes -Two Illuminator Mk1 landing lights -Three LT-1 Landing Struts -One Clamp-o-tron Sr Docking Port Though compact and capable, the Pilgrim Lander Mk1 is not without its drawbacks. To save on weight Hazey Rockets and Fuels had made some radical departures from standard designs. The most criticized of which was the decision to go with an entirely automated electric ‘probe’ piloting system, leaving out manual controls of any kind. Other concerns that have been noted are, the limited amount of RCS fuel, the somewhat poor RCS transitional authority, limited power storage capabilities, and the questionable decision to use LT-1 Landing Struts over superior LT-2 Landing Strut in an attempt to save a few extra kilograms of weight. Despite these concerns, Hazey Rockets and Fuels still secured the contract and the Pilgrim Mk1 has proven itself not only capable and compact, but reliable; reliable enough to have been chosen to replace the Kerbal International Space Station’s escape pods https://www.dropbox.com/s/9hpzpnc34hsup63/Pilgrim%20Mk1.craft -
BSC: Super-Heavy Lander - The next BSC will.....
Haze-Zero replied to Xeldrak's topic in KSP1 Challenges & Mission ideas
You may want to double check your weight on the lander itself. When I downloaded the craft and stuck Flight Engineer on it, it showed it as just under 17.5kg -
Minmus' frozen lakes are quite flat
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Desert Temple buried?
Haze-Zero replied to Haze-Zero's topic in KSP1 Gameplay Questions and Tutorials
ty everyone, now.. how do I change this to answered? -
Is it just my KSP, or is the Desert Temple buried underground for anyone else?
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Perhaps its just me, but did anyone else upon install of this mod, seem to have all the positions of their planted flags (or perhaps landed vessels?) shifted like 3km away from where they were originally? It might just be some weird glitch on my end.
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How tall is an orange tank?
Haze-Zero replied to Dave Kerbin's topic in KSP1 Gameplay Questions and Tutorials
You can measure it by taking a 1x1meter plate, and stacking plates until you reach the top -
SPACE STATIONS! Post your pictures here
Haze-Zero replied to tsunam1's topic in KSP1 The Spacecraft Exchange
I promise you, that ring is the Wayland Corp 20m Ring with like a buncha stock fuselages stuck around it. I have replicated something very close to that ring for myself. -
This is a sandbox. No mods is basically akin to playing in your sandbox without a plastic shovel or a bucket and that your building your sand-castle all by hand. With Mods is akin to having that plastic shovel and bucket to build your sand-castle. If the 6year old kid builds a cute one-story castle without bucket and shovel and does well at it I am impressed. If the 6year old kid with bucket and sand castle builds a 2 story castle with perfectly shaped towers because he had the bucket to do that with, I am impressed. The debate over weather having the plastic shovel and bucket is 'fair' is as mature as the two 6 year old's arguing about it. If I am standing infront of Luxor pyramid in Las Vegas, I am impressed. If I am standing infront of the Great Pyramid of Giza, I am impressed. Which one is better? Luxor was made with modern engineering. the Great Pyramid of Giza was made with ancient engineering. Both are marvels of engineering. If someone in KSP makes a stock shuttle that can launch from launchpad and carry an orange tank to lko, deliver it to a space-station and land back on the runway, I am impressed. If someone in KSP uses B9 to make a shuttle that can fly from the runway, deliver an orange tank to lko, and deliver it to a space-station and land back on the runway, I am impressed. Incase you haven't caught my point yet or TLDR, Mods are tools and to view them as anything different is simply immature posturing. Tools fundamentally change the way things are done. Its what is accomplished with or without those tools that you should be focusing your judgement on, not the fact that its right or wrong to use them.