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slay_mithos

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Everything posted by slay_mithos

  1. It's really a shame about the incompatibility with deadly reentry, because I really like the added challenge, and I have been using it since quite a while back. I know that stock does have a better heat management, but the mod suits my tastes better. On the other hand, KSPI is a great mod that adds a lot of fun things, especially for people like me that like to send stupid payloads to various stations. It also does couple really nicely with Remote Tech, with beamed power and communication on the same small-ish stations. For now, I'll keep with deadly reentry, and if I feel that I miss KSPI too much, I might change things around. Anyway, it's nice to see this mod resurfacing every now and then, even after the author stopped working on it, so thanks a lot to all of the people that put hours into making it into this updated version.
  2. wasn't the geostationnary orbit changed from 6h to 5h59m59 or something like that with 0.24?
  3. I was pleasantly surprised to see that it supports all the mod added science too, it helps me a lot on my 0.23.5 game.
  4. Good, because for now, it feels more like the "random contracts" where. From what I tried of the new version (and the lot from the old), your mod is shaping up to get a place in the top of my mod list, along with FAR, KAS, Kerbal Engineer and Remote tech, as "must have".
  5. Can we hope for a future version that integrates missions in line with what we had? The main thing I like about the 0.23.5 MCE is the somewhat story based mission lines, and the fact it gives goals progressively harder to reach as you unlock more parts.
  6. It would indeed be nice if the "time" followed the 6h=1d and other peculiar time rules on Kerbin. I always get confused when mechjeb tells me 1d 8h and such, because the game UI prints a different time (the seconds/minutes are the same, it's just the conversion to "day" and "year" that's messed up.
  7. http://forum.kerbalspaceprogram.com/threads/43645-KSP-23-5-Mission-Controller-Extended-Ver-723-%28Opt-Use-Default-KSP-Prices%29-7-2-2012?p=1285563&viewfull=1#post1285563 (page 200) TL;DR: the mod is in the process of being completely rewritten to be in line with the new contracts
  8. Knowing that he is doing a full rewrite, it would be odd not to take into account what vanilla KSP provides.
  9. What I'd love to suggest is the ability to take on multiple missions, by locking the current one to a specific vessel. At the start, it doesn't have much use, but as you get missions to other planets, there is all the wait for a transfer window and right now, you need to name the vessel in order to remember what mission to take when the time comes. As I understand it, it should be possible, seeing that the "ownership change" missions keep a text in the mission box afterwards.
  10. Hum, if MCE kept the refund, then what would be the point in installing an other mod for refunds? I'm a bit confused...
  11. It just occured to me what "RSS" from the mission pack meant, it's for the real solar system mod. This explains why it made no sense with the altitudes and coordinates. It might be good to state what this stands for in the first post, for people that might not know what abbreviations might mean.
  12. Hello, I'm was using the version "65", and had a strange glitch, where the text would stop wrapping, putting scroll bars in the windows. It didn't seem to be related to any error (nothing of note in the alt+F3 window), and it would come back to normal after a restart of the game. Thinking it might be because I was on an old version, I installed the version 723, but it seems to still happen. Apart from this issue, I am really loving how the mission give goals, and I can also choose my own goal. The only way it could be even better would be the ability to "bind" a mission to a flying craft, so that you could take on multiple missions, when it starts to involve waiting long time for transfer windows, but that's fairly small compared to all that's already possible. So many thanks to everyone involved in making this awesome mod and missions.
  13. Mainsail is OP? Guess you need to rework your definition a bit... Sure, it offers a damn powerful thrust, but the efficiency is not that great, it chew through your fuel at an incredible rate. If you don't look at ISP numbers, or if you use "infinite fuel", they sure pack a lot of power, but if you take into account that they need a lot of fuel, their TWR plummets really fast. In the case of this challenge, it's even worse, because you can't decouple empty tanks, so good luck even getting to orbit while still having your rules. ISP is 280/330 for a thrust of 1500. In case you don't understand ISP, let's just say that the lower the number, the higher the fuel consumption for a given thrust. This is the main reason why people use nuclear engines in the void (low thrust, but very high ISP in void), and small vessel can be fully reliant on aerospikes (quite high ISP with a decent thrust). Your engine basically has a bit more thrust than the NovaPunch mod's version of the 2.5m of Nuclear engine (it has 300), but with ISP values far off the chart for any engine apart from the ion engine. To speak in terms you will understand, look at the Delta-V and the acceleration (in m/s²) for your ship, and try switching the engines for the "overpowered" mainsail, or other stock-like engines. While mainsail will give you a far better acceleration, due to their high thrust, you will see that the total acceleration with the given fuel (Delta-V) will be significantly lower. If you still don't believe me, then try your ship with Mainsails, and come back to us after testing that out, I would be amazed if you even manage to orbit your ship. EDIT: As I read my post, it's damn offensive, so let me say this. The challenge itself is not bad, but some of the rules (one stage, kerbal to weight ratio) make it really hard to come up with interesting designs. Maybe making the rules apply starting from when you get a stable kerbin orbit would be a bit better, I don't know.
  14. (someone just reading barging in) Wait, ISP of 2000 at sea level, 5000 in void, and 320 thrust? I sure am not the only one finding those engine cheaty, right? The stock nuclear is 220/800 and 60 thrust. Heck, even the most efficient engine in stock parts, the ion "only" has an ISP of 4200 in the void, but for a thrust of 0.5. If you use engines that are so much more efficient and powerful than the standard ones, you might as well let people toggle infinite fuel or gravity via cheats, no? Not taking part into the challenge, it might be just me talking without knowing, but it seems to me that your entire challenge is based on having access to vastly overpowered things, so you might want to try to stick with parts more in line with the stock ones, at least for engines and fuel. Just my two cents though, so feel free not to take it to heart.
  15. This is mostly questions to know if I will try it. 1. Can I use any body that is not Kerbal (Mun and Minmus, mainly)? I mean that the Mun is a great place for mining Kethane, as it basically got more than any other body, and Minmus is close and low gravity, so both are great for advanced posts early. 2. Can I use Orbital Construction redux as a mobile launch pad? It makes the whole thing much easier, as you can basically have a massive spaceship making the bases while orbiting the body where the base needs to go, and only needs Kethane for parts. 3. Am I limited in the number of launches in the first 200 days? Whether #2 is a yes or not, having a ton of spaceships in kerban orbit that have resources for the various future bases is a definite plus, and you can launch an insane amount of ships in a 100km orbit in 200 days. Not being good at the whole thing, those question would definitely help shape how to approach the challenge, and I am quite sure others could benefit from knowing this too. For once, it's a challenge that could be taken by new-ish players.
  16. I'd tend to go more along: Curse you guys, as well as mod makers and the community, because now my free time has been reduced quite a lot over the last few weeks. Seriously, this game is addictive, there are quite a lot of good to decent mods, and the community is quite good, so you tend to want to make a cool station, a cool base on the Mun, then something on an other proper planet, and it goes on for quite a while. Combine it with having a lot of parts to play with, some adding way more than just an other engine of fuel container, having access to planes, having a lot of "secrets" to go look at... And the fact that it is still under development, so we can expect quite a lot of new features as time goes on. Seriously, my free time was spent on this game for the last month or so, and it still feels like I have so much more to do... Definitely a good time for the price, so thank you all for this experience.
  17. Is it me, or nobody mentionned H.O.M.E. ? It adds quite a few things like lodging or places to grow food. Also, @SkyRender: It's all well and good, but what happens when you figure out that you might have preferred with X or Y? Do you allow it to be toggled on and off from a menu? Because if you do, then it's just about hiding things to the player that are there anyway, and if you don't, then the save file can be lighter (less data) and the game potentially run a bit better, but with no save compatibility. It's quite a big job to decide how to implement such things, and having those as mods makes it more like you suggest, just for the directory as a whole, not just a save game.
  18. Yeah, we can't have a fully representative version, but the multiple NPC stations and ships, the vast universe, the star gates, an economy... You could think that it would only take place in other stellar systems, and that you need to first scan the void for alien frequencies in order to find out clues about how to build and connect gates to the existing system. Then you would build such gate where you see fit, and be able to access places where you are not alone in space, basically. To me, X wasn't so much about the fighting, so even if that was not implemented, just being able to have more life out there to interact with would be fun. We will have to wait for what they have in store for us for the research and missions, because if they make it right (and they should, seeing the rest), it would be a good base, seeing that we already have prices for everything, mining mods and stations for the rest. The only part that could be hard to realize in the current engine (based on what I know, which is little) is to make the world "alive" not just right where you are.
  19. Hello everyone, Seeing how the game is, and how mods can add a lot, not just parts, but gameplay slices too, it got me thinking. Is it thinkable that mods make the game evolve into some kind of successor of the X franchise? Making multiple solar systems, an economy and an AI (for both neutral and enemies), and making the whole thing playable seems like quite a big task, and you might need a really powerful computer to run such thing. But doesn't that sound like something that could be done after years of mods combined together? For those that don't know X, it's a space game where you control a ship and explore the universe, with trading, fighting, setting stations or making fleets as part of the gameplay. (Sorry, doesn't have anything to do with adult rating)
  20. I have to say that this mod goes well with the orbital construction one. I couldn't get the rockets off Kerbin, mainly because both I and Mechjeb suck at balancing the thrust so that nothing breaks. So I built a small station around 100k orbit, sent tons of parts 150 at a time, and built my launch pad 2 from there. Bypassing the atmosphere really helps a lot, and you can make smaller ships when doing it that way. Now I just need to make the rest either landing it or making it on site, but it having both seems to fit quite nicely, both mods complementing each other quite well.
  21. Thank you so much, I'll look into these tomorrow (because it's a bit late today)
  22. Could anyone be kind enough to help me in designing the first ships I need to send to Minmus? I asked some time ago, and I got answers that basically contradicted each other greatly, and no progress has been made on my side. I scanned Minmus, found a place where there is both Kethane and Metal, but I have no clue how to make the ships that will go there. To my understanding, I need the launchpad, parts, energy and fuel to get started, that can now be done (with full cans being a thing). But don't I need the launchpad to be directly on the ground for it to be stable? How am I supposed to be able to get energy with a module that big deployed on top? I know those are probably stupid questions for the ones that already have multiple bases, but I can't figure all this out when I don't even know how to build the ship to send the basics up there. A good tutorial (text/images/videos) would be really appreciated, but even tips on a starter rocket, or even a file from what you guys launched could help me learn on how to make this all work. Thanks.
  23. I know, it's just that my encounter put me at 4.8 km, and I thought that I would try to stabilize from there, but I crashed trying, and my auto-save was right before the crash (5s), so that's a dead Kerbal on the Mun instead of an useless ship landed there.
  24. Ok, so back to the original problem then? I guess I could try to find an ore deposit on Kerbal, but what Hubbazoot wrote was that there was a way to send parts and a "landing pad" (whatever that is), and build the rest on site. If I first need to have an already operational base to be able to do it at all, then it kind of defeats the purpose of giving this hint to someone asking about how to establish the first base. Oh, well, I crashed into the Mun, because I didn't think that something would be as high as 4.8km high, so back to zero anyway.
  25. So I put a "Runway" (landing pad I guess?), but all the cans seems to be empty, how do you send rocket parts?
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