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Stratoroc

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Everything posted by Stratoroc

  1. With a few mods that have expensive parts funds becomes the bottle neck. I have a handful of tech nodes researched without a single part funded because some of the tier 3-4 nodes have 30-40k worth of parts. I suspect the contracts weren't balanced for difficulty settings where parts don't need to be purchased in the RnD facility.
  2. How does the death mechanic work? specifically, how does it work with rescue contracts where the kerbal is spawned with only monoprop
  3. I used a settings file that lowered planet detail to the lowest playable values back in 0.24 and before. Right now the KSC scene itself has noticeable lag. Is there a way to remove the new fancy textures settings for the old large tiles?
  4. KSP only uses one core, so a slower dual core cpu will run much better than a many core but faster overall cpu. With most games a cpu with more than 2 cores won't get used to nearly its full potential because of the epic pain in the ass that programming for multiple processors is. edit: also anything above 200 is a 'high' part count for KSP. that's 200 objects that each need a full set of physics to be calculated for.
  5. Bring up the debug window (left-alt F12) and see what pops up.
  6. technically the gundams couldn't make it into orbit on their own. So maybe a dual mode engine? Normal mode consumes less GN (KN?) particles than it generates but is relatively weak. OP for a purely maneuvering engine, but won't punch anything worthy into orbit, and of course is a perpetual motion engine. Second mode is Trans Am that can only be activated once a critical mass of GN particles has been accumulated and depletes the stored particles fairly fast. I'm thinking something like a RAPIER engine that uses normal mode to achieve high altitude flight than Trans Am to escape the atmosphere.
  7. thread partiall hijack: how would one implement a plugin for multiple animations? (deploy, rotate, lights)
  8. part clipping. If the intakes aren't clipped, they aren't hogged. This also goes for using cubic octo to attach an intake to an intake.
  9. not sure if it was suggested before, aerial surveys spawn too high for low tech levels. Until turbo jets and larger wings are unlocked an airplane struggles to touch 12Km, some surveys require much higher altitudes. I think that the altitude of surveys should increase with difficulty, with the easiest contracts spawning at 6-10Km. Data collection time will also change the nature of the contract, currently a hypersonic flyby does well enough, but longer data collection can require slower planes and even VTOL capabilities for hovering. Is it possible to generate "proof of concept" contracts? something that goes like "make a ship containing these parts capable of doing the following". For example make an SSTO with a wet mass less then (or greater than) X, or a crew hauler capable of X crew, or a satellite with x,y instruments (another layer for satellite contracts?). I feel that these could have pretty interesting problems that will force players to deviate from their usual designs. Overall this is a great mod, some of the contracts are pretty fun.
  10. Erm, why doesn't the hud show up? And/or are there conflicts with other mods such as RPM? I pressed every feasible button and the hud refuses to pop up, the other gauges work great.
  11. stupid question, how do I get the waypoints to show up? I remember seeing them in the tracking station once, but now they are hidden.
  12. I think properties such as size, orbit, surface gravity, atmosphere properties, should be always known because they are important for planning missions. What science can be used for is to unlock trivial-yet-amusing information about the planets/moons. For example, discover that minmus is sadly not a giant snack.
  13. I suspect my issues with water is that my computer is so slow slashdowns cause enough lag that physics calculations spike past impact tolerance, glad to know I'm not the only one who suffers. I would love some physics wizardry so that ships that comfortably survive surface landings also handle splashdowns just fine. for boats: 1) water drag is constant at all depths, since water is neigh incompressible. Water drag can simply be a constant multiplied by the air drag. 2) buoyancy should be a simple mass/volume parameter. The effective gravity force per part should be weight-bouncy, Calculate a center of buoyancy for stability purposes if a ship should tip on its side.
  14. This please! An example would setting up a communications network for remotetech with a periodic payment scheme dependent on the fraction of kerbin's surface receiving constant coverage.
  15. While waiting for my favorite mods to be updated I decided to give part creation a hand. I am creating a new startup, thrown into the mix with all the other companies fighting for space exploration and boosters. Torn Sail Exploration promises to bring pointlessly large, yet usable, components for spending years away from Kerbin in slightly more comfort than a garbage can with a seat. Introducing a large centrifuge: Deployed it's 17ish meters wide. Collapsed it's close to 6m across. And a command pod for stations: An attempt at a triangular cupola-like pod. To do: -finish model/collision mesh -stockalike textures -IVA -Science or life support related components?? This is my first attempt at doing something with blender where poly counts might matter and textures are more complicated than a single material
  16. Based on preview videos early contract advances are enough to cover the craft costs, so bankruptcy requires failing contracts as simple as 'get into orbit' which pretty much takes purposeful effort to screw up. I see contracts as a guide for what to do next and funding source for personal projects none of the companies care about, bankruptcy in this case can result from investing too much into entities such as large stations that serve no business purpose. For a player comfortable with interplanetary missions diverting effort and resources into collecting passengers from LKO for the 9001st time is plenty game over enough. I do wonder if there is a mechanic for those actively trying to fail, I don't think anything will prevent me from taking all the advance funds to build a ship with as many kerbals as possible and making a crater with it.
  17. er, on the runway. upside down. with the view clipped through the ground. since someone could recreate the craft and make it work, I'm doing something wrong that I'm overlooking.
  18. here's a screenshot of the thing. Brakes and gear work (I did forget batteries first time around), but throttle or staging don't work. Right clicking on the kerbal shows EVA information but I assume that's correct. The navball indicates the orientation of the seat (horizon, eastward).
  19. I made a small plane with external seats rather than pods. When a kerbal boards the seat the plane does not become controllable. Did I attach the seat incorrectly (it's attached radially to a girder)? Are those seats designed to hold passengers rather than pilots?
  20. Can I ask for a B9, (insert wing containing part pack here) patches? Them beefy B9 wings should hold a fair bit of fuel. Finally a purpose for wings! generating lift aside..
  21. 1. Update to newest version of unity. 64 bit and multithreading please. 2. Update aerodynamics. 3. Science overhaul, again. make science credit depend more on achievement so that first landing, orbit, docking, give substantial science because those are the acts that teach players new things. 4. Finance details such as craft reusability (land space plane, pay for fuel, launch). In order of importance.
  22. one space program is plenty for kerbalkind to deal with. many space programs are a threat for the species' existence.
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