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cvusmo

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    https://www.youtube.com/@cvusmo
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    Veteran with 12 years of service, medically retired, currently studying neurobiology in university. I make KSP content on YouTube and stream on twitch.

    While I was in the military, KSP was the game I consistently played. Whether deployed or conus, it's been my happy place.

    Austin FC
    Space
    Neurobiology

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  1. Yes. Come January all mods I've made will be updated to run on 0.2.0.0 I took a break to focus on some other things until 0.2.0.0 came out.
  2. I've got about 40 hours into 0.2.0.0 which is/isn't a lot depending on how you play etc. I've driven across Duna in rovers from the South Pole to the North pole starting with 0.1.0.0 (that was a horrible time) and since release I've gone to Duna and "explored." I absolutely love Science Mode and felt it was severely lacking in KSP1. Here's a few ideas I've got for the devs and community to consider. Below is a series of images from my most recent Duna mission that is still ongoing. I'm using it as it is what inspired me to write this feedback. First a short story from my journey to Duna. I had 319 dv to get a capture with Duna. I had an encounter setup to 34km as I was hoping this would work. I I had my little engine left with 154 dv and a dream. Hoping I wouldn't burn up in atmo. The Kraken was kind! Successfully captured by Duna and on the way to the target! I was short of the target. But all things considered, I was fortunate to be on the surface of Duna and not orbitting Kerbol. The moment of truth! Would my contraption work? Would my rover blow up? Would it land properly? Success! The landing pad worked and the jerry rigging I did with decouplers and two gear wheels worked to get the rover off the landing pad! That is when the pain set in. I had the exhilarating experience of landing on Duna by the skin of my teeth. I was nervous and thankful to be on the surface of Duna. Now I was set to explore. I've driven a lot on Duna (from South Pole to the North Pole) so I was confident in traversing Duna. I didn't get the exhilarating experience while driving on Duna. It felt very tedious yet again to be driving on Duna. I had already been to the destination I was headed in previous versions. What was the point of doing the same thing over, but now it has a science reward? It felt dissatisfying. I felt that science had to be better. I want that wonder and curiosity of I don't know what I could find around the next meteor crater feeling. Below you'll see the route I took with the time it took me. One hour and 29 minutes driving on the surface of Duna "exploring." The Challenge: How do we Explore? What are exploring for? Why are we even exploring? What is the question that the science we're gathering trying to answer? Disclaimer: SOME of these may already be in the works and I may not be aware that things are being worked on or they are things that won't be added. Please add to this and address those issues if something I bring up is something that will be added/never will be added etc. Let's start with the things that need to improve that are currently in the game as they relate to exploration. Exploration in its current state is missions being given out by the Mission Control. They're pre-determined locations that the dev's have that reward science points. There's apparently a few "hidden" locations scattered across the Kerbol system. With nothing in game to point players in the direction of these "hidden" locations, and no scientific tools at our disposal to scan areas, it becomes quite tedious and time consuming combing the surface of Mun or Duna for something special. The problem: there's nothing between point A and point B 1. What is the point of "Exploration" if we never discover things along the way to the big discoveries? 2. Why collect samples with probes when there's no way to gather the samples and return them other than having the probe return to Kerbin? 3. Kerbonauts have no specialization anymore. There's no pilot, engineer, or scientist. It's pointless picking a crew to do a mission. Ideas/Solutions: 1. Modify the Exploration Missions (the ones focused on going to a specific spot on a planet/moon) build upon each other, like clues and the players solve the mystery. 2. Add small scientific discoveries and a RNG of bonus science. For example, on Duna you're driving a rover and you collect a sample. Have the odds of the sample collected be worth more science points. 3. 2% Argon in the atmosphere should mean I find trace amounts of argon somewhere and I'm able to collect it with the correct scientific tool. 4. Add a science module that can be used to scan area's on planets for anything interesting. Kerbal it up and make it not 100% reliable. It may lead to something, and it may lead to a rock. 5. If players are going to drive across planets in rovers, have things to do while you're driving on the planet. I'm supposed to be exploring Duna and searching for evidence of life or why there's monuments and attempting to learn more science. But all I do is drive on a planet, where no dust accumulates on my solar panels, my rover likes to flip randomly, and every rock I see I can't drill into. 6. Specialize the Kerbonauts again. Let scientists be able to collect samples from the science jr's again and reset them. That way you can get a probe to orbit Mun/Minmus and on a follow up mission you can have your crew dock with that probe to collect the science it gathered. 7. Science should be the core mechanic that drives resource gathering. 8. Add handheld scientific experiments for Kerbonauts to conduct on the surface of planets/moons I want to feel like I can discover anything on the surface of any moon/planet that I'm on. Right now, I feel like other than a few landmarks, there is no exploration. It's a delicate balance. Getting science points shouldn't just be "hey it unlocks this part in the tech tree, that's the whole purpose of science points. You get the science, and you get parts!" Science points should also be more dynamic. "Events" happen on planets and if you can observe it you get more science for it. Maybe later on you add a dust storm on Duna that can be observed with atmospheric science. That is large scale and requires a lot of dev time. On a smaller scale, players should have procedurally generated science nodes/resources that spawn when they land on a surface of the Mun. For example, if player lands on Mun in X Mare, within 1000m of the players landing zone, there is up to x amount of special science to be found. Things that aren't tied to the landmarks and easter eggs. Just things that exist specific to these requirements: 1. The Planet/Moon 2. The Biome it's in Please feel free to add to the solutions and bring up any problems you see as well.
  3. I wanted something Starship-esque as well! I'm also making a space shuttle style heatshield. Not trying to do replications of things, just take the ideas and put my own artistic flair on them. Cheers!
  4. What if you made solar panels like the ones on hubble?? I'd love to have these where instead of expanding outward they expand the height of the craft!
  5. Currently creating the models for this mod. The goal is to add some unique heatshields to the game in time for the re-entry update that will be coming! Sizes to get shields: XS, S, M, L, XL Not sure if I'll make a procedurally generated heatshield. I would love to but I'll need help figuring out how that works. This is the first model I'm working on. It's for medium sized tanks. I've also made a Budget Starship to test out the hexagon heatshield. More to follow as I'm still actively developing other mods! Showcasing a new heat shield in Kerbal Forge!
  6. Reported Version: v0.1.4 (latest) | Mods: SW, BepInEx, Fancy Fuel Tanks, Toggle Notifications, Flight Plan, MNC, Custom Flags, Kesa Solar, UITK for KSP 2, Micro Engineer, Lazy Orbit Boosted, Node Manager, Resonant Orbit Calculator, Community | Can replicate without mods? Yes OS: WIN11 | CPU: i9-13900k | GPU: MSI Suprim RTX 4090 | RAM: 64 GB DDR5 @ 5200 mhz During flight, if you're using a separator when you activate it, it will successfully separate the two stages. However, the separator debris becomes the active vessel. The only fix I've found is to go into the flight tracker, delete the debris, then select the vessel you want to control. This occurs with and without mods installed. How to replicate: 1. Attach a separator to your rocket (any size) 2. Launch 3. Separate the stages by activating with spacebar 4. You're now controlling the separator debris. It is only separators that are bugging out. The decouplers are working as intended.
  7. ## Fancy Fuel Tanks v0.1.4.3 Patch Notes ### Updates and Additions [DISABLED VFX] [VFX will return soon.tm] ### Enhancements and Optimizations **Texture Overhaul**: - Overhauled textures for SR813, CV411 and CV401. **Performance Improvement**: - Optimizing performance through more efficient update processes **Module Refactoring**: - Extensively refactored every class to better align with modern software design principles and to simplify the codebase. **Dynamic Module Identification**: - Overhauled the module to incorporate utilizing 3D Shader to handle the VFX. This takes the work off CPU and places it entirely on the GPU ### Bug Fixes - Resolved an issue where CV401 texture was not rendering properly -Reworked 4 textures (2 Medium Hydrogen Tanks, CV401, and CV421) - Disabled VFX ## Next Steps - Fully integrate Volumetric Vapor with Dynamic Environmental calculations - Continue to refine performance and enhance the visual appearance of VFX, aiming for seamless integration and realistic effects. If you encounter any issues or have suggestions, please feel free to contribute or open an issue on [GitHub](https://github.com/cvusmo/FFT).
  8. the flying saucer is wicked cool
  9. Nuclear Thermal Propulsion and Nuclear Electric Propulsion used together is theorized to be an extremely efficient means to travel interplanetary. 1. Is there any Nuclear Electric Propulsion engines in the works to replace the Xenon engines? 2. How will we gather resources like anti-matter?
  10. Preview for what's coming with FFT 0.1.4.1! FFT v0.1.4.1 To Do: -add check for OAB so VFX doesn't play in OAB [COMPLETE] -Migrate to one module [COMPLETE] -Improve performance for OnModuleFixedUpdate [COMPLETE] -Develop Fuel Tank Selector [WIP] -Update OAB pictures [WIP] -Clean up textures [WIP] Improvements: -Module now checks multiple VFX effects and sets conditions based on a variety of factors. ASL, AGL, Fuel Level, and InAtmo are the base conditions that must be met for the VFX to play. Module uses two VFX effects. `
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