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Ghost13

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  1. I used the two files RemoteTech_Antennas_Omni.cfg and RemoteTech_Squad_Antennas_Omni.cfg renaming both to RemoteTech_Squad_Antennas.cfg and RemoteTech_Antennas.cfg correspondingly in the folder of the mod, replacing original RemoteTech_Antennas.cfg and RemoteTech_Squad_Antennas.cfg but got what I got. I was doing something wrong?
  2. @MeCripp I have tried your config but instead of making all antenass just passive omni with huge range it breakes things when Dishes are thinking themself both as omni and the dish same time. And if you look at the part discription in VB it will say it is both Dish and Omni antenna. It even have two buttons for activate and deactivate the antenna. I guess part of the Dish code is hardcoded and can't be changed by simple cfg editing. Or maybe some other mod kicks in and messes things up. I guess, I'll just use the mod the way intended it is tedius but I used to it already. @Cilph Sorry for giving the false credit for your work to MeCripp, he responded so fast so I assumed that he is a part of dev team at least. Thank you for the mod it is really fun and must be stock (maybe without time delay). I want to donate for your hardwork but paypal is not accept payments from Japan. Any other way to send payment?
  3. I believe I'm fairly good at the game, trying to catch up with perfect stationary orbit just tedious and not fun (at least for me). Well I can see why you will need to take many factors into account such as location of the craft and celestial bodies and it’s location. There is however a dirty simple way to implement it, when the contact is lost by the craft in the current implementation of RT display a message Signal low and give some short period of time 30-60 seconds of control. The link might become red or blinking red in the map view for this purpose. That would be nice to have, it is fairly easy to do since it's just description of the parts editable with cfg files. I don't see how it is possible to do landing on Eeloo or even Joolian moons unmanned at the current state of things with time delay enabled and with no mothership relay anywhere around. Some sort of landing assistant would be nice part of the mod. If the kOS would be easy to use that that’s the way to go. I have not use it, but from YouTube videos got the impression that it is simplified scripting language of some sort. It would take some time to figure out all the landing parameters and when someone figure them out we will end up with landing scripts to be on the forums for copy and paste. It might be still fun thought. I'm not so familiar how the game engine works on this level. But with Kerbin city mod, I believe it is possible to place the structure somewhere on the globe, but for the sake of simplicity it might just be the dot's on the globe, that can relay signal. The same way that there is no any visible antenna at KSP command center. Absolutely, it just adds some realism for the game to unlock say relay station somewhere on the other part of globe later in the tech tree progression. I’m ok with fancier game as long as it fun. Everyone set the difficulty level by themselves.
  4. Yes, that what I'm doing more or less trying to get to circular orbit aroud 2960-2980 km. It's just frustrating that after several years of the game time all the comsats get out of place, I still have the nececary coverage at all (mostly) but the perfect statinary orbits is what this mod propose to do. In real life satelites have RCS to keep their orbits from decay or dislocation, it would be nice to see this also in this mod. @MeCripp Thank you for the great mod that returned my interest to the game after Eve return mission in 21.0 I feld kinda done with the game. But Remote Tech is great I think it shuld be stock more or less at least Omni Light version of it
  5. @MeCripp Thank you for the cfg files, that was really nice of you. I'll try this at home later with my Carrier mode. After playing for a while I got the feeling that Remote Tech with the current form is more like a mod that you are playing for its specific gameplay. What I'm trying to get from the game is difficult fairly realistic but enjoyable experience along with other realism mods such as Deadly Reentry, TAC life support, FAR and few others. Maybe there can be "Remote Tech 2: Omni Light" version for this particular purpose with no time delay and omni antennas. Feature reqest: I found it virtually impossible to create the stationary orbit over Kerbin without MechJeb, so it might be nice to add feature to the flight computer of Remote tech to perfect the orbit once you have reached more or less similar obit say after you get something within 2 700-2900 km orbit with inclination less than 3 degree you can press the Synchronize orbit and the computer would trim the orbital parameters to perfect synchronous orbit. This way you will still have the challenge to reach the corridor for synchronizing computer to kick in but you can have stationary orbits without MechJeb for your constellation of com sats or if you are playing Carrier with MechJeb much earlier in the game (where you actually need them most). This feature can also be a part to make it available slightly later in the game than initial probe cores and antennas.
  6. I might try this, since I feel that planets, blocking the signal is complicate things enough already. I understand that antennas alignment is more realistic but for the sake of gameplay I just want to think: “If I have a proper antenna with proper range for this mission� rather than all other stuff “Which satellite is now in range, if the antennas are aligned or if a switch to this satellite will I loose control?†for each connection session it will also eliminate tedius switching from ship to ship in order to check the alingment. Satellites in real world have auto aligning feature so if they loose contact they try to align to other dishes or satellites, so maybe it should be included as a separate antenna computer part that will do this work later in the game. I’m mostly ok with current game mechanic, but found it a little bit too tedious to be fun in the long shot. I’ll give it a try, but I felt it sort of scripting language rather then maneuvers planner. What I want to plot the whole maneuvers set and then leave the satellite to execute them. Not write the flight program script. Features request: 1. Contact lost ETA - alert feature that will warn me that connection is going to be lost soon. 2. Relative distance discriptions - I think it would be nice to have descriptions in antennas relative to Kerbin and other celestial bodies rather than pure numbers or maybe some build assistant that will show if my range is enough for that particular body. Say I’m going to Jool what antennas I need for this probe? 3. Tracking stations on Kerbin - It will fit nice into the game if with game progression you will be able to unlock (Or purchase when game will have some economy implemented) tracking stations at various locations. It can be done with existing game parts using the crew and large probe core for control, but it makes it difficult to use this concept with life support mods and it’s kinda strange that you need to fly your hardware to build up tracking station on your own planet. 4. Landing computer - With time delay enabled I can only land probes on atmospheric planets (plot the decent and enable parachutes). How I’m supposed to control the probes for landing maneuvers with long time delays on bodies with no atmoshere such as Jool moons or Eeloo? Currently I have to bring mothership to area with control relay crew in order to land a probe on non-atmospheric moons (I never really do this since it easier and produce more science to just land with the crew). I think that landing computer of some sort should be implemented for this.
  7. I playing with Remote Tech 2 for while now. I found the antenna alignment very tedious, for the sake of simpler gameplay I request auto-alignment feature, so as long as there is a proper antenna on the ship and it's not blocked by the celestial body there would be connection or could this be added as a part that can be unlocked later in the game. The mod brings enough difficulty by itself already. The autopilot feature is nice but, it can only perform one maneuver node. I can't make the whole set of flight program say from keribin to Eeloo. I need to separate every burn. It is still playable but would be nice if I could make the chain of events for the autopilot and execute them in sequence.
  8. I gues there only two ways to do it right in the matter of gameplay. 1. Any suviving parts are converted into money with some recovery cap. (That is what proably Sqad will do) 2. Any parts survived the flight are re-stock and you can use it in further designes as free spare parts. (Somewhat unrealistic but acceptable for the gameplay mechanic) Any other implication proably won't fit nicely into current spacship design system. And if Sqad will seriously go for spaceflight economy they need to do something about distance cap where ship gets erased by the game while in the atmosphere. I can still manage fully reusable SSTO or use Two stage booster that goes out from the atmoshere release payload that circulise it orbit and then return to the atmoshere. But I would really like to have the way to preserve my stages in a usual launch.
  9. Nice mod, I liked the music, but it is quite memory intensive and take some time to load, my already heavilly modded game can't stomach it, is there any way for a mod to run as separate program and just take the info about user location VAB, space e.tc. from the game process?
  10. It might be more plausable to increase the distance from 0.36 LY to 0.5 LY (5,000,000,000,000) or even 1 LY (9,500,000,000,000 Km ), it is might be too much for stock parts to reach any of this objects with anything more than a tiny flyby probe that will take hunderds of years to reach there. But there is a Kerbal interstellar mod and this planet pack far far away is a good goal for many of it's extreme propulsion systems. Too bad that this system is still revolving around Kerbol that makes it even harder to reach.
  11. I had a feeling than it works in some occasions and on some is not. I do want some temperature implementation in the game.
  12. I would be nice if the kerbal EVA would have an option to place something like separatron on debrees and then activate it for all sorts of things but mainly for debries disposal. Nano-probe core or tiny solar panel to ressurect ships that still have some fuel and engine but lacks control or power would be also a nice thing, and I'm not so much into KAS thing but stock game needs EVA fuel lines from KAS so you can drain\refuel ships without docking ports.
  13. I really like Ablate from Krag's Planet Factory mod; I want to see it in official game, along with the Ascension. I’m not so sure about Serius and Joker as well as blue gas giant system and inaccessible that Krag's Planet Factory mod introduces, althought this planets offers some interesting game mechanics they lack originality and realism such as planet with strong gravity well but no atmosphere or inaccessible that rotates faster that it's gravity can hold. Also Serius is just planet retextured as a star and Joker is actually minmus clone with a strange color scheme. Maybe another star orbiting Kerbol is a bit too much, but I would surely want to too see more Oort cloud objects in the game at the similar distance as Serius in the mod now.
  14. The big problem with pre-rendered cinematics is that they can't really show the space craft, because in the game it can be of any shape or design, and in the cinematics it will be some generic design. Not against the idea though it will still work but I guess the devs have more urgent things to do.
  15. 1. The most expensive thing in KSP is your own time. So always consider how long your burns will last or you may get very fuel efficient ships that require a few hours for Kerbin escape and interplanetary burns, makes your gaming experience boring as hell. 2. All effort for this long journey will be useless if you had some critical failure in your craft design that will prevent achieving your mission goal such as landing, return to orbit or return to Kerbin. So test your designs on Kerbin and Kerbin orbit (Some use hyperedit for "simulation" in real environment but some consider it cheating). 3. Check your ship dv amounts and then look for dv requirements for the celestial body of your choice or use mod Kerbal Engeneering. 4. Delta v is not everything 15000 dv would mean nothing if your ship have trust 5. Be careful with power supply on your ship especially if it’s probe. RTG is your friends when extra weight is not so important (i.e. not a lander), also RTG’s are also doesn’t break on re-entry and always on. RTG produce steady power supply usually if you have RTG you doesn’t need batteries. 6. Plan your mission carefully don't overkill the dv requirement you don't need Lander capable to reach Kerin orbit for Mun or Minmus missions. 7. Learn how to do orbit rendezvous and dock. With this skill you can get anywhere in Kerbal system, without it things will get pretty complicated as soon as you finish exploration of nearest bodies and would like to try something farther. 8. Remember extra weight (such as scientific payloads, ladders, RTG, parachutes e.tc.) can be jettisoned before ascend when all the science is done. 9. Parachutes can be repacked by kerbounauts, therefore you can use lander capsule not only for landing on Duna or Lathe but also for Kerbin re-entry with the same parachutes. By many reasons this trick will not work on Eve. 10. Use quicksave frequently. 9. Remember if you get your kerbal stranded somewhere without fuel or due to the ship system damage, there is always possibility of rescue of mission with 2 exemptions: Interior of Jool and Kerbol (sun) orbit, there is also no way to rescue the ship on Kerbol escape orbit. By obvious reasons there is no escape from Jool and because of the game mechanic Kerbol orbit rendezvous is VERY difficult (is just like as rendezvous with a tiny planet with no gravity or SOI) so as long as your ship on the orbit of any body or on the surface of any body usually you can save your mission. 9. There is no need to wait for launch windows or do phase angle, although far less efficient and time consuming any planet can be reached anytime. 10. Keep the Eve landing\return mission for the last goal of the game, it is so tedious and difficult that you ether get tired of the game while trying or finish it successfully and everything else (Maybe exempt Tylo mission) would feel to easy compared with the Eve return project.
  16. Landng legs are prety much useless on Ike (maybe the new ones in 0.22 is better but still). The gravity is so low that I remember landing my ship on just one landing leg (under crazy angle) I landed at night side and could not understand what the hell is happened with my lander untill the sun rose. So basically just capsule will be ok. Frankly speaking you dont even need a lander you can land on Ike with just kerbonaut and return to the mothership with just kerbonaut 600 dv in the space siuit is more than enough for that. Just jumping bring you more than 100 meter over the surface and takes few minutes to return to the ground.
  17. Had anyone did successfull mission to Eve in 0.22? What is about landing legs? They no longer support heavy craft properly?
  18. There is a too many bugs in the game to have permadeath mode right now, (kraken, docking port failure, spinning bug, hell bug and many other) also if we have permadeath than we need flight assesment system of some sort that will warn you if you a heading to catastrofical failure in your craft design. Like lack of solar panels, engine without any fuel, or stage connected without decouples e.t.c
  19. I guess the best way to do it is just like recent X-com game did. You get random offers from goverment or civilian companies\individuals to put satelites with specific parts to specific orbits within the given time, for money. The same way space tourism might be implemented where you need to put the special kerbal to suborbital flight, orbital flight or Mun, and get him safely back. The same way big govermental projects may be implemented they would use the same mechnic but offer a more difficult tasks with bigger bonuses and wider timeframe to achive. This side mission might be a good way to boost up the economy in the first stages of the game and get player more used with game mechanic also they may encurage the player to do things that some players skip in the game such as planes\space planes develpment, rovers e.t.c.
  20. My proudest moments was the success of Eve return mission, after 3 failed lander designs and the month of real time, I could not even feel happines anymore. It was just done.
  21. As far as I know from flying expirience, no kerbals dosn't have any weight.
  22. I did it in 0.21 the whole mission was a huge pain. First I build truly enormous 150+ tons ship with maybe somewhat enough dv to ascend from the EVE however is was so unstable so I lost one of the booster stage engines during orbital maneuvers! That was the moment when I understood that even if I would not saved after the failure; going to Eve surface with this ship is unreasonable. So I read this topic and saw how people do very light vessels and launch them from the high elevations. I build much better and lighter design with around ~9000 dv that was probably capable to ascend from 7000-8000 meter height. But I overestimated the precision capabilities of MechJeb and was not able to land at the proper altitude. Also the deorbit stage docking port got jammed by the bug and I had to use some dv for deorbiting. I probably could still redo this design and add wheels to drive to higher mountains as Scott Manly, did but I was not sure that I will be able to operate this thing on the slopes in high gravity of Eve. So I did my final design with ~12000 dv that was enough to ascend from sea level of Eve and I could choose any flat area on the planet to land. And it worked; I landed at around 3000 meter elevation so after reaching the orbit I even had some fuel for orbital adjustment and rendezvous. You can download the craft file I used in this mission; this craft is for 0.21 so I don’t know what happens with the landing legs (maybe you will have to replace them). Eve Land Assend Vehicle [Helldiver] Mk3 0.21 On the surface Eve ascend In stable Low Eve Orbit, crew member just compete the EVA to the return ship. (In the background) Eve Land Assend Vehicle [Helldiver] Mk3 0.21 https://www.dropbox.com/s/kp3ioteosmfnmjo/ELAV%20_%5BHelldiver%5D_Mk3_%280.21_no_mods%29.craft Pre-set action groups 1. Turn engines on 2. Turn engines off 3. Unused 4. Decouple Docking ports\Monopropelant tanks (Do it before or during re-entry but before drag parachutes deployment) 5. Deploy drag parachutes 6. Deploy main parachutes 7. Deploy ladder 8. Decouple main parachute unit 9. Decouple ladders and RTG (~2 hours battery life remaining after than point) 0. Decouple lander legs (Press it only after stable Eve lift off is achived) The mission outline: 1. Kerbin atmosphe – you can dump first two booster stages on your ascend, but after that, orbit should be achieved without dropping anything else go for 73-75 km LKO. 2. Refueling at Kerbin orbit – the Helldiver have 4 shielded docking ports for that purpose (4 for balance and aesthetics) I never really used more than two you can put some 0.22 parts on the place of other two docking ports, just keep the balance and center of mass generally the same. 3. Trip to Eve – Helldiver is good in reaching the Eve by is own keep the eye for the propelant usage, kepp some for docking at Eve orbit. It’s easier to do burns with just central LV-35 engine rather than use all engines. Burning prorade on night side of Kerbin, and Mun gravity assist saves some dv. When getting to the Eve SOI make brief inclination correction. You want some nice equatorial orbit so simplify further randevous and docking. 4. Refueling at Eve orbit – bring two full orange tanks and your return ship to Eve orbit and refuel the Helldiver. 5. Crew transfer – Helldiver have only seat, so EVA crew transfer is needed. Every time Kerbal leave\seats the chair, check that controlling part of the ship will be probe core under the seat and not the Kerbal himself. 6. Deorbit – since the Helldiver can ascend from ground level of Eve surface any plain area is good. For deorbit you can attach ship with medium size fuel tank to the docking port make retro burn (with only your central LV-35 engine) at apoaps for 50-40 km periaps (the atmosphere will do the rest), quickly refuel two side stages from that fuel tank, and then press 4 to decouple docking ports and the fuel tank you used for retroburn. (If the fuel tank as actually the ship that you want to keep in business, rather than crash to Eve, you can quickly switch to it after decoupling and burn prograde to stabilize it's orbit.) Then switch back to Helldiver and prepare for decent. 7. Decent – is completely passive with sole use of parachutes, keep the engines off (don’t use MechJeb at this point since it may waste fuel) wait for your speed reach below 500 m\s and press 5 for drags, few seconds later press 6 for main 48 (I guess) parachutes. When the land is near don’t forget to press G for landing gear. The landing may be little rough but the Helldiver is pretty resilient machine. 8. Eve EVA - After landing press 7 to deploy the ladders, be careful after leaving the seat, press F to catch the ladder as soon as you leave. If you fall from the height of the Helldiver you will probably loose your Kerbal. When on surface, run a little bit, plant a flag, take a soil sample (in 0.22). By the way, the lander is powered with RTG so in 0.22 you probably can send a lot of science data if you put some antenna (attach it via decoupler and then ditch before you go). 9. Ascend – return Kerbal to the ship, turn the engines on, check out that Probe core and not the kerbal is controlling the ship Press 8 to decouple parachutes, then press 9 to decouple RTG’s and ladders. At this moment the whole ship is only powered by tiny battery on the final stage and you have only few hours before it runs out. Launch immediately, when liftoff is achived press 0 to decouple landing gear. Untill 30 km keep the ship straight up, during first few stages it is very stiff to control. I started gravity turn at 30 km heading for 102 km orbit. When you reach and stabilize your orbit you may or may not have fuel left. If not than bring your return ship to pick up the crew, but if you have some, do plane adjustment and rendezvous maneuvers as soon as possible, since the limiting factor now is the battery life, as soon it’s runs out the ship will went dark and any remaining fuel become useless. You can try to change the battery to small solar panel but this requitre pereodical sun orientation and making launch possible only during the daytime (putting small battery and small solar panel together on the last stage drasticly reduce dv) Feel free to improve this design or look at it in VAB for inspiration of your own ships, or just let me know what do you think.
  23. The first unmanned mission was success, the craft legs failed due to the bug during the decent so I had to land on the engine, the engine exploded but the pobe was generally intact one solar pannel and battery survived the crash landing to offer some surface operation. My second moon mission was much better planned, however I did not know how to kill my horizontal velocity properly, so I spend around 5 minutes touching the surface but going up again since craft was going to fall. After a while I bleed out my entire horizontal velocity, but then my ship was moving inside of the crater and I could not land on the high slope, so I returned to the edge and then finally performed landing planted the flag and did other Kerbal stuff. I spend huge amount of fuel on all of this maneuvers but still managed to get back to Kerbin. I could not do proper rendezvous back them to it was Mun direct sort of mission. After I learned how to do docking I performed the successful trip to Minmus with the similar craft design, the only difference was the fuel tank nuclear engine and lander was detachable. However I forgot to put any sort of probe body to the fuel tank part of the ship, making the docking procedures by lander quite… entertaining.  
  24. 1. Community made achievements I like the general idea of this plug-in but it still have long way to go before it will look as the part of the stock game. First of all rather doing all the achievements yourself you should provide the way for community to do it. You can make another folder called "data" or "awards" or whatever inside your achievements plug-in folder. In this folder there should be an ini files with the simple set of prerequisite for each achievement and the graphic file that will appear in the achievements menu. The rules may involve reaching some particular orbit, landing on some celestial body, reaching specific coordinates on specific celestial body, panting a flag, doing the EVA, loosing a kerbal, loosing a kerbal with name %, installing specific the part in the ship, getting specific part destroyed, bringing specific part to the specific celestial body\orbit e.t.c. The plug-in it will then check the parameters in the ini files and if the player actions are fit the prerequisites the achievement will be awarded. By combining these sets of rules hundreds if not thousand achievements can be made by community and more importantly tested. It is fairly easy to create and test one or two achievements of your own, but create few hundreds and test all of them in game that would be serius effort. Let’s not forget about the mods, maybe people would like to have some mod related achievements, you obviously have no manpower to sustain all of this alone so just let other to help you, providing community with achievement tools. Then you can choose the best fan made achievements and as part of the "official" achievements set during the next plug-in release. 2. More stock style interface Interface right now is really off the game aesthetic and it would be a pain to draw the icons for every single achievement yourself, and without icons it is plain and dull, so just add the ability for users to create their own graphics for achievements. I think that here are enough people skilled and willing to do the icon sets to represent the achievements. Just define the size of the icon\button. 3. Achievements grading It is also nice idea to grade the achievements by difficulty getting satellite to the orbit is fairly easy doing a return mission from Eve, getting Kerbit SSTO done or reaching Eelloo is on the other hand is quite a difficult task. So it would be nice if you can assign difficulty rating such as Bronze, Silver and Gold achievements. 4. Export the achievements Add the ability to export the achievements to the external file so people can post their hall of fame online, the best way to do it, would be to have a separate server to handle this achievements but it is probably too much of work.
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