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Ghost13

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    Spacecraft Engineer
  1. I used to use this back in old days quickly cloning the parts of the ship, but in the new version this is game breaking bug that you have to restart and start you vessel from scratch. What is wrong with 1.0+ why there is more bugs than in earlier betas?
  2. If someone assemble the mod for Kerbals health detioration in the mission thats the part to go. I think 20 is a little bit too much kerbals for the part like this unless it is really huge. Does it support connecting living spaces mod?
  3. I guess he used MechJeb rover autopilot feature, otherwhise that would be quite a booring run. I did something similar on Duna with custom biomes and a manned rover with around 10k science worth of the whole trip.
  4. I played with RT2 for around 4 months both with and without time delay. So my thoughts on the topic, the major problem of RT2 in particular and KSP in general that it offers challenges without proper tools to deal with them, i.e. all stock KSP offers challenge in interplanetary travel with very basic tool of maneuver nodes to solve them, same here RT2 offers potentially very interesting and in a way realistic gameplay mechanic with very limited tools to cope with new challenges. And freqent answer for those who are find such a gameplay way too challenging there is a short answer "just get better in the game". This paradigm should be changed first of all since games are played for fun and entertainment challenges they offer shuld be within the grasp. So here is my thoughts what shuld be changed in RT: 1. Antenna alignment - There is way too much managing the antennas in the RT2 gameplay right now. As I mentioned before this shuld be automated or simplified in some way. Automatic alignment system, wider signal cones that allow to target Kerbin successfully outside of kerbin SOI e.t.c. So as a player I'm ok with some micromanaging, but I want to concentrate on flying and exploration rather than tedious switching from craft to craft trying to sustain signal. 2. Flight computer – current implementation of RT2 autopilot is crude at best, in most cases it fails to complete burn properly. And I believe that investing more of human\hours on the current flight computer is a waste of time. There is a MechJeb with just everything RT2 player needs. So only thing is required is to add the support for MechJeb to work without the signal by the preprogrammed path. It will solve many things such as landing or launching probes on and from non atmospheric planets with time delay enabled. As well as orbital rendezvous and even docking. Having the MechJeb support will basically allow time delayed gameplay. 3. What about science? - Even with MechJeb running things, you will have to run science experiments somehow, so I suggest that instead of developing RT2 autopilot, efforts shuld be made to make it Science autopilot where you can choose conditions which triggers experiments to be pefromed and transmitted, i.e. reaching high or low orbit, reaching specific height, landing on surface e.t.c, and also set the conditions whenever experiments should be transmitted or stored. 4. Introduce the signal straight concept, it is very strange that in RT2 mod there is no signal straight. This will help people more intuitively understand the signal loss as well as potentially can lead to some improved gameplay mechanic (i.e. low signal=longer science transfer time and higher energy consumption). Signal disruption events (i.e. solar storms, areas of signal loss at some Jool orbits e.tc.) 5. Remote control from Kerbals, the current restrictions on becoming the mobile command center is way too high, 5 kerbals in the craft with large probe core. I believe it should be lowered to say 3 kerbals.
  5. Antenna range mod is oversimplifed there is no communications blackouts from the planets blocking the signal or the location of fligh control on the surface of Kerbin due to its rotation there is no need in any communications network to build so it is little bit to magical to me, antennae Range mod is better than stock though but overall effect on the gameplay is miniscule. It's just a feature suggestion I'm pretty much ok with current RT2 implementation.
  6. You will still need comms for science transmition. It will reduce the effect the mod cause on the gameplay but it can be fun especially for people who found the RT2 to hard for their liking.
  7. This is probably the reason, (I need to do some testing to figure out more), but you might be right, since reentry to Eve with the same design goes ok with FAR and DR. But this makes Jool virtually inaccessible without some significant design efforts (i.e. even smaller mass, larger heat shields, real chutes mod with kevlar aero breaking at high altitudes e.t.c.) . FAR also mostly ruin the aero breaking especially from the high speeds. Aerobreaking at high altitudes is inefficient and going deeper into atmosphere makes your ship explode. I’m ok with more realism but it is the game, some realism\gameplay choices has to be made. Maybe these issues should be addresses in the FAR mod with maybe new parts for efficient aero breaking. I like how the FAR allow us to do efficient space planes and regular jets but I still need efficient and reliable aerobreaking\reentry. I will try to tweak the heat shields drag values to compensate for the effect, but it will make them harder to put into orbit.
  8. This is probably the reason, (I need to do some testing to figure out more), but you might be right, since reentry to Eve with the same design goes ok with FAR and DR. But this makes Jool virtually inaccessible without some significant design efforts (i.e. even smaller mass, larger heat shields, real chutes mod with kevlar aero breaking at high altitudes e.t.c.) . FAR also mostly ruin the aero breaking especially from the high speeds. Aerobreaking at high altitudes is inefficient and going deeper into atmosphere makes your ship explode. I’m ok with more realism but it is the game, some realism\gameplay choices has to be made. Maybe these issues should be addresses in the FAR mod with maybe new parts for efficient aero breaking. I like how the FAR allow us to do efficient space planes and regular jets but I still need efficient and reliable aerobreaking\reentry. I will try to tweak the heat shields drag values to compensate for the effect, but it will make them harder to put into orbit.
  9. I think it would be nice to add EasyMode into cfg files where you only need relays for science transmition but can "magically" control the crafts even without the uplink the same way as the stock game does. It might be nice way for people to learn how relays work without the pain of loosing the crafts, then when they ready, they can switch back to hard mode. I think this could be done manually by removing the RemoteTech_MechJeb.cfg and RemoteTech_Squad_Probes.cfg from the mod directory. This way you will have local control with probe cores but still need antennas to transmit science.
  10. It's actually very simple unmanned atmospheric probe is just 2050 kg of weight. Basically materials bay, two mystery goo containers, some smaller science equipment, two solar panels, battery, reaction control wheel and MechJeb as probe core to run it, covered with heatshield. Probe is intended for Jool atmospheric science. Mission profile is: mothership lower the periaps to 120 km, release the probe then return to stable orbit, probe makes few orbits gradually loosing the speed, and then reenters with MechJeb is set to Prograde vector to keep the heat shield orientation. Since JLO requires around 5 km/s speed, it explodes every time around the 95 km height if I try to reenter with it into Jool atmosphere with FAR and DR installed, even with very shallow angle. There is virtually no loss of ablative shielding before the explosion occurs. Without FAR the probe is fairly capable of reentry at the even more agressive angle. The same design survived very rough Lathe reentry from around 7 km/s at the periaps of only 13 km (I was low on dV for the mothership and it was only I could do with remaning fuel). The heat shield burned out during the last stage of reentry and I lost one of the solar panel and one mystery goo from heat damage, but the probe was still able to splash down to Lathe. When I tried the same save file with FAR installed the probe exploded around 30-35 km height with same effects (virtually no loss of ablative shielding and sudden explosion of nearly all parts at the same time) in the flight log it states that all of the parts burned up on reentry, there is no reports on structural failure.
  11. It is not heat multiplier that destroys my ships. I reduced the heat multiplyer to 0 and G tolerance to 99999 basically disabling the DR and the ship still explodes. I don't have game installed on my work computer but try to find out more later today at home. When FAR is not there my ships perform sucessfull landing in 100% of attemps so I belive it not my ship design that is flawed. I will post more data later.
  12. I have logged 500+ hours of game play and I'm pretty much sure it is not my reentry skills. With no FAR or at the slover speeds everything goes ok, but when the speed is increased over 4 km/s atmoshere becomes deadly. I found this bug or maybe gameplay feature annoying it is way beyong the reasonable difficulty increase. I'll do more testing later today see if disabling FAR physical damage wil solve the problem. Or try fresh intstall with only FAR installed and try to replicate the reentry explosion syndrome.
  13. Are you going to implement auto-antenna alingment feature? Maybe as a later tech tree add-on part or optional feauture. When you have few dosen satelites it's become tedeous to keep the track of all connections set up (it is fun during the first part of the game). So if the signal is lost the craft will try to reconnect to the any available satelite or command center. It will keep the game challenging but remove the boredoom of constant switching from craft to craft buling the link for that long interplanetary missions. This way you also can have less antennas on your comsats. I would also like the feature added that any kerbal can remote control any unmanned craft within range as optional feature in the early version you needed 5 kerbals and large probe core to do this.
  14. I tried to play with both mods for while. For the first part of the game (inside Kerbin system) everything was normal but when I tried to use aero breaking with higher speeds the ships keeps exploding on reentry with practically no loss of ablative shielding (maybe just few units before the explosion). So there is plenty of ablative shielding left but ship keep exploding. I tried different angles and heights as well as different heatshilds configurations (including multiple heatshilds sandwich) using the Hyperdit and Jool reenty as the reference but looks like it is almost impossible to perform reentry on speeds over 4 km/s with most heatshilds configurations. Where no FAR installed there is normal reentry with proper heatshilds and proper loss of ablative shielding on reentry. Is this normal behavior or a bug? Have someone else expirienced it?
  15. I have not tested the new version yet, but is the EVA still missing comms? I found the nececety to board the spacecraft just to transmit the data annoying. Still I'm happy that there is new version of this mod.
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