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Everything posted by MedievalNerd
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Howdy Kasperhangard, I think that 'could' be possible, if someone would go through RSS and change all the body diameters then fiddle with the model sizes? I personally wouldn't be interested in spending time towards that, considering how busy I am with RPL alone. But at that point, you still have very large distances in between bodies, might as well play with stock KSP. (IE, RPL without RSS) Or, just tell your friend to get familiar with the game and once they got a grasp on the core concepts. Start messing around with RSS & FAR. Although there would be a bit of a hand picking of some tweak files to not get things totally out of whack. IE, my hand rolled antenna and dish ranges. in stock KSP it'd be quite OP.
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It's all about being minimalistic about the payload. Vanilla KSP physics totally allow for very generous room to get very large payloads in orbit without much difficulty. So I think the biggest shock when switching over to RSS/FAR is that you really need to plan ahead and reconsider every single part of your payload. Do I really need this? Can I remove this part? Ever kg counts as it'll chew away at your final and total DV. Another thing is TWR needs to be kept in check. I aim for 1.2 for the first stage and sub that for anything that is in orbit. Now that being said, don't forget to check your TWR for landers! Another thing! Ascent profiles, I think people need to spend some time studying their and figuring out if they can optimize it. With Mech Jeb you can see your loses on a few factors. So sometimes it's also about optimizing the flight plan as much as the design of the rocket.
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RSS + FAR totally brings about a huge engineering challenge. Where in stock KSP you can get away with insane designs, it won't fly with those 2 mods. (pun intended) It's definitely not for everyone, because rather than slap something together and wing it. You'll probably have to spend a longer time engineering the rocket and making calculations and comparisons to maximize performance. Sometimes, and often, less is more. When I first switched to RSS & FAR, I literally spent a whole weekend to figure out how to get a small sub 1 ton satellite in orbit. I was totally amazed how my past experience wasn't necessarily useful either.
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That thing is huge my man! Do you really need all those dishes? 5 Giga and 3 small ones? Try to designing a 5 to 6 ton GSO sat. I don't know if you saw my post of the Apolo module's weight, but 22 tons is nearly heavy as the service module! Apollo 15 Command module: 5,809 kg Service module: 24,523 kg Total: 30,332 kg EDIT Starting going through the tech tree, and holy molly. Modders have been busy little bees!
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What makes it incompatible? One could argue that the mission packs made for vanilla KSP will most likely be incompatible because of altitude references. If you were asking more when I'd start doing MCE missions for RPL, I don't have a timeframe for that. The sprint is turned into a marathon so I'm trying to be realistic of what can be accomplished over weekends, without spending 'all' of my time against this. (I got to relax/enjoy mysel on the weekends at least a little bit, or else Monday is quite harsh when you get back to 'work'.) D:
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I have to make a FAQ on the OP. lol Yes, and no. Yes: No stock tech nodes were deleted in the creation of RPL. No: Because of the high number of tech lines, and the lack of stock nodes. It wasn't possible to keep stock nodes in relevant tech lines. So yes, parts will appear, but as to whether they'll appear somewhere where it makes sense, that's hit or miss.
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Howdy, You can yourself manually edit the situation mask for the thermometer. Go through it's .cfg file and locate all the situation masks. On the wiki for KSP, there is a list which explains what situation masks does what. It's based on this hexedecimal thing, or the word for it eludes me. But it's quite easy. FASA's explorer 1 has unlimited range because it's not include in the default MM files for RT2. We'll have to make one ourselves. And again, just as a side note. Whenever I release a version, and another mod makes an update, whatever new parts were added will by default have funky results. Be it in their location in the tech tree, or their functionality. (Best example would be as you pointed out, The FASA explorer 1 core not having the RT2 module.)
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They 'were', but each time a mod gets updated with new parts, they will fall into their 'stock' tech node. Which usually will not make any sense to RPL's layout. I kept the stock nodes and tried to use them as logically as possible, but with all the overlap of the stock tree, it wasn't possible to keep every stock node in a logical place. :/
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MS19 change log (off the top of my head) * Complete overhaul of early Probe experiments. (replaced with quasi-historical probes by the US & USSR) * Adding more generic post Moon experiments. (For Venus & Mars) * New Chemical release function for Custom Experiment Plugin. (Simulating releasing chemical trail for tracking. (IE, Luna2)) * Rehaul of Probe tech branches. * LAZOR & Infernal Robotics sub trees. * Going to add Bobcat's Soviet Engines. * Fairings available on start, so tech nodes will reduce cost/weight, and increase possible max size. (This is thanks to Nathan's and/or E-Dogs implementation of size being dependant on tech nodes(for the stretchy tanks)). * Hand rolled ranges for antennas and dishes. (Remote tech) * New Tech Tree branches for antennas & dishes. That's what I can recall off the top of my head, I have a full list at home.
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I think I put the years the experiments were carried out in parenthesis. (1957) But I'd really like to structure a whole tree for probes. Such as having branches for each body/group of bodies, with stems that have more advanced experiments for each. Which they themselves could have research requirements. Reading that over it might not make a lot of sense, but it'll be more obvious when you look at the new tree. Yes it will and thank you, today was the first day that my brain wasn't overheating. (What we call fever) Future updates should be building upon this base though, this first release was a sort of trial for the plugin/concept. Since people have shown interest, well I decided to take it up a notch and try to make something interesting for us to enjoy. KSP is already awesome, but I'm sure we can make it awesomer! (It's ok to use made up words sometimes, and this is one of them.) Work is still always there though, which is definitely not helping. It was much easier to work on RPL when I was on work leave.
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Nah, this weekend should do it. I was hoping to get it done last weekend, but I got massive fever and became extremely stupid. So it wasn't a good Idea to do much during that time. And the experiments are using a new version of the plugin, so that wouldnt' work per say. Not to mention that most of the experiments people have seen won't be there anymore. Replaced with my quasi-historical replica of the early probe launches by the US & USSR.
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No wonder you get along with Nathan, you are also equally mad! <3 I`m not at that level of math yet! But I am interested into investigating automation a little more and figure out how one could do exactly what you just described. That is impressive to say the least! I just move parts in a tech tree, and write horrible code that apparently holds together. Make a video of that code/mission! I want to see!
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#1 - Bobcat's engines that come with RftsEngines, or his actual mod pack? Because I haven't actually installed/placed that mod. But I intend too. #2 - Very true about NP & AEIS. As for engine heat production I'd have to differ that to Nathan as I'm using his engine configs, and I wouldn't want to pretend to know how to balance this. #3 - Hmm, we'd have to hunt down whether it's an RO or the actual mod itself. #4 - Yes, with Stretchy you get fuel tanks that go past 5M? (Unless you eman a bigger engine is available before a tank of matching size is available, that may be caused by me lagging behind with MS19, with changes to RftsEngine.) #5 - Fairings will be revisited. Ultimately they will be available on start, and those nodes will be reduced cost/weight. (theoretical nodes as opposed to part nodes) I'll have to look into that last point in greater detail, at work right now but still wanted to give feedback! Thank you for taking the time to write this up,
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As the fever grows to an end, I feel like my cognitive functions are coming back online! Woo! Started downloading all the mods last night, so will start making the final edits to the tree with the new tech lines for probes and antennas/dishes. With the Lazor & IR sub trees too! I hate colds! They can suck a pine cone! (random object that came to mind, heh.)
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Reaching for the Stars [PH] - Jane's VI 3 Feb 15
MedievalNerd replied to NathanKell's topic in KSP1 Mission Reports
The fact that you even manage to do these in between the hurdles of god knows how many mods makes you insane! You are insane, but we love you for it. Cheers, -
I've been thinking about it, but not just yet. If you haven't already feel free to rate the thread and/or award some rep. Sounds silly, but it always makes me smile. It's the little things in life! And at the same time, anybody who uses any mods that work with RPL, please go rate their threads and give them rep too! It's basically their amazing work that gave me inspiration to do this, so let's make sure they know that the community cares for their work and that we acknowledge it! Thank you everyone for your feedback and patience,
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Any day now, plugin is finished and tested. Most of the experiments were created. I'm basically at the stage were I need to do the antenna/power con overhaul. Then download all the mods, and sweep up the tree and update the new parts. Then, well, that's it for MS19. If I didn't have the flu this weekend, it would have gone much faster i'm afraid. Ugh, timing le sucks!