simmy2109
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Everything posted by simmy2109
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Loving this mod - it's a fantastic addition to the game, and I can't wait to see what you do with it. The performance impact of the scans, especially on small bodies, is no joke. I just started scanning Kerbin, Mun, and Minmus, and I'm getting pretty intense FPS drops at higher time warp settings. After each planet is finished scanning, should I return to the vessels and disable scanning, or does the mod stop doing all the scan processing once a celestial body reaches 100%?
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Glad to hear it! It does sound like something that should be simple, but admittedly, I don't have the coding skills to work on it. I was thinking about it a bit more, and I think it would be even more awesome if the "save" doesn't necessarily have to be a file at all. For sharing on the internet, I think it would be super great if the save could be "imported" by copying and pasting a string. Maybe some sort of hash that CKAN can interpret and get all its information from? That way, you don't need to download a file from random dude on the internet; you can just copy paste. It also makes it super easy to share your "stack" with someone else on a forum like this. Being able to save files/configurations locally also sounds useful though. Just things to consider!
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duuuuuude. I just stumbled into this magical thing called CKAN, and I LOVE it. It's become such a royal pain to manage mods anymore. I know that the pain should be a linear relationship with the number of mods installed, but I swear it feels more like an exponential. In any case, I'm super excited! One feature idea did come to mind, and I'm sorry if this has already been suggested. I think it would be super nifty to be able to export/save "mod config" files of some kind. Basically just files that save information about exactly what mods are installed. A "mod stack/configuration file" or something along those lines.... Two reasons I see as useful: 1) As an individual user, the ability to store and save different mod stacks to swap between. True, you could just have separate KSP installations, but this sort of system could afford similar flexibility without taking the extra disk space of separate installs. 2) Sharing mod stacks with other people. Got a friend that's new to mods in KSP? Send him a basic mod stack that you like. Scott Manley is playing through a new series and you want to muck around with similar things? No problem. He published his CKAN mod stack for you to download and easily get started. Totally just an idea. Absolutely no offense taken if you think it's the dumbest idea you've ever heard in all your life (okay maybe a *little* offense if you think it's *that* stupid).
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
simmy2109 replied to RoverDude's topic in KSP1 Mod Releases
Yeah no matter what I do, I can't get the stock fallback to work. It's not a big deal... I'll prob just use CTT anyways, but I'm curious to get it working. I did two tests. On the first, I didn't enable Tech Manager (selected "disable" in the prompt that appears at the start of the career). In the other, I selected "stock" for mt Tech Manager tree. In both cases, the warp drive did not appear in the Experimental Rocketry node and did not appear in the VAB w/ everything researched. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
simmy2109 replied to RoverDude's topic in KSP1 Mod Releases
First off... Love the concept of this mod. Played around with the drive in Sandbox; definitely a keeper. I've never used CTT before (it might just convince me into even more of RoverDude's mod family), but I also really like the idea. I'm having a few tech tree concerns though. First, if you just use the stock tree, the warp drive never can be unlocked. Is this intentional? Obviously it would be relatively easy and "unbalanced," but shouldn't there be a fallback to the stock tech tree always? Second, the warp drive is obviously the end technology of the CTT tree. However, with my other mods installed, the 3-5 nodes (depending on path taken) prior to Ultra High Energy Physics (unlocks warp drive) are totally empty. I don't mind make warp drives super end-game, but is there something I am missing to flesh out the prereq nodes a little better? Are those KSPI items that flesh those out? In which case I think KSPI is still broken for 0.90, so I can wait on that. -
So question here... I'm really interested in this mod, but I seem a potential problem. Obviously when you make everything "real", the Delta-V requirements to everywhere (including orbit) is going to increase. So you're going to need bigger, more powerful rockets. But you are limited by stock/mod parts and the VAB, both in terms of total rocket height and the core diameters available. For example, to make a "real" Saturn V, you would need 10m cores, double the largest available tanks and engines. So as far as I can see, your only available workaround will be creating wider rockets by adding more parts. The part count count skyrocket to points where framerate could become a real annoyance (a limit of how KSP models vehicles as a flying collection of parts in formation). Am I missing something or is there a way to scale everything (parts and VAB height included)?
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So this is cool.... I've been using Mechjeb for months now, and I had no idea it supported FAR. I actually was holding back from FAR solely for this reason. Awesome to know! One more suggestion that I think would be great... I'd also like to use deadly reentry. Currently, I believe that if I use Mechjeb to target landing at a location, my reentry angle will be way too steep, and I'll burn up. To enable better support with Deadly Reentry, would it be possible to get some control over the reentry angle for landing at a target? I'm not sure how difficult that would be. Also... since Mechjeb can apparently accurately land at targets even with FAR, it must have decent predictive capabilities for the drag model. Could this be applied to creating a nice aerobraking tool? Those are both just random ideas that I'm throwing out there in case you haven't thought of them before. You'd likely have a much better idea of how difficult they might be to bring into reality.
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So I hate to be that guy... but any thoughts on whether this will work in 0.25 (which is now available on Steam)? It doesn't seem like they really introduced anything that should really break any mods. It's been a while since I played KSP, 0.25 caught my attention and has me itching to play again, and KSPI is one of my favorite (really it's a must-have) mods. EDIT: It doesn't/won't work without an update. Apparently there were some tweaks made to how parts are scaled. This is causing issues with most mods that include parts. I'll calm down and wait patiently on all you AWESOME modders. Keep up the good work Fractal!
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This mod is awesome... When you step back and look at it, the scope is massive. ISRU, entirely new means of propulsion, incredibly complex nuclear power system, countless new resources... I really don't think any other mod attempts to tackle so many things at once. I actually can't think of an area of KSP that interstellar doesn't directly affect. On top of that, very serious discussion and thought has gone into making these systems as realistic as possible (down to ensuring that the stoichiometric ratios are correct). Great job on this Fractal. It is going to take me a long time to fully explore this thing!
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Optional MechJeb Modules for FAR, NEAR & km_Gimbal 2/3 (July 16)
simmy2109 replied to sarbian's topic in KSP1 Mod Releases
So strictly speaking... for Toolbar support (don't care about FAR), do we need a dev version of the MJ dll? I'd rather just stick with the released version if it's compatible. Awesome work on this btw! I think it'd be great if more mods integrated into the toolbar. Actually, it would be most ideal if Squad would implement the toolbar itself. Currently, the main drawback against the toolbar is that "the devs may abandon it" or "future KSP releases might break it." For people running a bunch of mods though, this thing is awesome! -
Simultaneously... my optimization crazed brain is being driven mad trying to find the best combination of resources/fuels for various scenarios. This is going to occupy me for quite some time.... If I didn't actually work at a rocket company I would be tempted to call in sick while I mess with this.
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Is there anything better in the world that coming back from a month break from KSP and finding a new version of Interstellar to play with? A new version in which we can smash ships into the ground FOR SCIENCE. Oh and by the way... these reactors are becoming a complicated mess of reactor/generator/radiator sizes and fuels. I LOVE IT
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Love the mod. It's a perfect candidate for the toolbar though! It'd be awesome if some of these great utility mods agreed on this standard.
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Personally, I think the best option would be a dialog that pops up at the start of a new career mode, quite similar to what the Tree Loader mod does. You present them with two options: MechJeb with full functionality of all modules or Mechjeb with limited modules at first, with new modules delivered as you progress through the Tech tree. Should be simple enough to word so that almost everyone who is at least aware that career mode has a tech tree can understand it. Mechjeb is different from other mods in that there are no parts to unlock. I like what you did to incorporate it into the tech tree though. That said, many people might prefer to just take Mechjeb as a full plugin at the start of career mode. Another thing to consider... when someone unlocks a new module from the Tech tree, they aren't given any information to indicate that. For someone who has never used Mechjeb before, they actually might be confused. They either won't know where the new 'stuff' came from, or they won't notice it at all. It might be nice if you could make it so that when a new module is unlocked (by researching an appropriate node in the tree), a popup comes up celebrating the new modules you just unlocked (I really don't know if this is possible to code a plugin to do). That would be a big help to players who have never used Mechjeb before and aren't familiar with all its features.
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[1.2.x] Kerbal Crew Manifest v0.6.4.0 (Dec 30th 2016)
simmy2109 replied to sarbian's topic in KSP1 Mod Releases
Looking forward to it! -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
simmy2109 replied to damny's topic in KSP1 Mod Development
Awesome... well if you happen to get it recompiled, I'd love an 'unofficial' link (if the license allows that). -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
simmy2109 replied to damny's topic in KSP1 Mod Development
Yeah I imagine that's all it should be. I'd be surprised if 0.23 actually broke anything in the code. EDIT: Well depending on how he was handling biomes... there might be a little bit of effort to be done to get Minmus incorporated. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
simmy2109 replied to damny's topic in KSP1 Mod Development
Literally... this mod is so great, I refuse to play 0.23 without it. It would feel so wrong.... haha. Keep up the good work! -
So... with all these awesome fixes and new features coming out in 0.9, am I the only one sitting here refreshing the page every couple hours looking for it to be uploaded? Haha. But honestly, I'm more excited for KSPI 0.9 than KSP 0.23. Keep up the awesome work Fractal! (and don't take this as me trying to rush you... take all the time you need).
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Yeah I agree that the detailed 'accuracy' does not matter. For most applications, the base passive radiation will be insignificant compared to the total radiation needed. Personally, I think that the base passive radiation should be high enough for a small satellite with a couple of standard extending panels to radiate sufficiently to not need radiators. Once you move on to bigger things, the passive radiation will be insignificant to your needs anyways. On the other hand, perhaps you like it the way it is, where radiators are needed pretty much from the beginning.