codepoet
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Everything posted by codepoet
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Is there any word on how crew transfer is going to work? Are there a plan to do something with the concept of "connected internal spaces"? If so I will stop worrying about supporting CLS.
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Are you also using Ship Manifest? There is a know problem with part highlighting when CLS and ship manifest are used together. PapaJoe has had a look at it, but no fix yet, and I have also poked about but not got to the bottom of it yet. It is not a bug anymore with CLS or SM, but obviously something about the way they interact. Hopefully one of us will get to the bottom of it soon. Apologies in the meantime.
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I never use NERVAs because that are the rules I have imposed on my own gameplay. It would be cheating for me to use it because that is the rule I have imposed on myself.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
codepoet replied to TaranisElsu's topic in KSP1 Mod Releases
I love this mod and have been playing with a slightly old version and 0.23.5 for my long term Laythe base missions - sending out and returning a 6ish man crew every transfer window, and maintaining a presence on Laythe orbit and surface of around 12 kerbals. It has occurred to me that that the converters act as a means of boosting the capacity of a tank of water or oxygen, without offering much in the way of engineering trade-off choices. So the standard conversion rate is 90% (i.e. 100 wastewater -> 90 water). This means that a tank of water + a converter is equivalent to a tank 10 times the size (ie 100 units of water with a converter will provide 1000 units of water before the water has all been consumed. Indeed in the general case the amount of water available varies based on the conversion rate as: usableResource = takeSize/(1-conversionRate) So a conversion rate of 50% gives twice the amount and a conversion rate of 99% gives 100 times the amount. I think that there would be more interesting choices to make if different converters were available that differed not just by their capacity to convert, but their efficiency and mass. So a much more massive but more efficient converter might be the better choice as it would allow a smaller tank of water to be sent out with the craft. For long term missions this would provide genuine engineering choices rather than just slapping on a converter to keep things going. I know I can do all this for myself by editing the .cfg files, but wanted to share my thinking all the same. -
[0.24.2] KerbalHotSeat v1.0.3.0 (11th August 2014)
codepoet replied to codepoet's topic in KSP1 Mod Releases
v1.0.3.0 released - Rebuilt against 0.24.2 -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
I think you are right - however I had hoped to be able to avoid a separate GUI (I hate GUIs in unity). Adding a gui introduced a bunch of other considerations - such as more than one stored location per part, and even considering if we can dispense with the part all together and add the functionality to command pods instead. -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
I am looking for a bit of feedback and suggestions for the user base.... I want the next change to be the ability to move the target location around inflight (as well as restore it to the design time location). I am wondering what sort of UI to use. I need to provide the inputs up,down,left,right,forward and back, but presumable all in a right click context menu. Any suggestions? -
[1.0.5] PWB Fuel Balancer v0.1.2 (3rd November 2015)
codepoet replied to codepoet's topic in KSP1 Mod Releases
Just to clarify - is there a problem using the current build in 0.24? I am not really planning to make any release at the moment as I do not have a gaming rig set up at the moment to develop on. However if there is a problem I will try to sort it - but I need to know if there is a problem or not. As I say - I can not test it myself as I do not have a computer to run KSP on at the moment.