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KSP2 Release Notes
Everything posted by MedievalNerd
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Well it doesn't have that much Delta V. 13k. The relation with engines and DV is a bit peculiar at times. You don't want to be adding more fuel weighing down your rocket and ultimately getting a diminishing return to each engine added, but getting it's full weight. Less is more sometimes. I sent you the DV chart. If you look at it, you can see that to LEO 9.4K, To GEO Transfer 2.44K, and to Geosync another 1.47K DV. That's 13.31k DV precisely. So unless you really are a pro at doing your maneovers at the optimal times, you'll burn more than that. And thus not make it. Try to make a rocket with 15K DV or more. EDIT: There will be more LowSpace experiments with MS19. So you should be able to unlock better parts to make your life easier. Plus many of these new probes are much smaller and lighter than what has ever been in stock. lol EDIT2: Keep practicing your launch too. Being able to launch with the least amount of DV possible is that much more DV for later.
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Yes, there will be 'impact' probes. But in the pure sense of the term, there is no science from crashing into something. Unless it's some seismic or dust experiment that a 2nd probe would be observing. Like the first Luna probe, it was a feat in of itself since it was the first thing to land of another celestial body. But, it did release a chemical as it was aproaching the moon in order to be tracked. Hence why i'll use that, as the mechanic for the experiment. Other early impact probes, basically took as many pictures and reading it could as it approached the moon on a crash course. And that's the reason why I want video/picture data added. I was able to add a science payout upon impact feature tot he plugin, but it causes issues like the fact that you keep the points even if you revert your mission. :/ And again, it would only be for that one time accomplishment, but can be easily done with either of those 2 new 'modules' I've added. In terms of 2 probes doing a co-experiment, I'll look into that a little later. Ferram had made that suggestion a while back and I like it. I'm just not a expert coder, or that knowledgeable of KSP modding to be honest. Cheers,
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So, Bumper & Explorer 1 review is completed. Mass, Antenna range, packet consumption, internal battery, experiments. All done. Now to do the Sputniks and Vanguard. I'm thinking of introducing 'gamey-ish' experiments, like sample retrievals, which don't occur all that often technically. And is obviously an interesting challenge. Those would be optional and worth extra science points for the skilled. Didn't have time findangles some ugly Luna probes, so I'll stick with the Cube perhaps for now. The first Impact probe will be a chemical release experiment. So basically instead of having to accumulate Data, you have to purge your tank, prior to being able to do the experiment. And obviously the tank can only be emptied in either 'flyingHigh' or 'flyinglow' over Mun. So calculate that descent right, or else it's a bit hard to turn around. For the other Lunar probe missions, they'll be collecting video & picture data. I'll see if I want to put in both or just do a generic 'video data' for now. Can't keep adding stuff if I want to release MS19 at some point!
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Hard to say off the top of my head. The thing is that not all mods keep historical copies of their mods, and if they made any changes 'for' 0.23, which causes issues with 0.22. Then it might not work. I suggest maybe holding off until I get MS19 out, which should solve all your issues, or at least narrow it down to a specific one. The things you've been telling me sound peculiar, and haven't been voiced since the release. Speaking of which, I have to roll up my sleeves and get to right now.
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I talked to Nathan last night, and for the MFT issue is that RPL refers to RftsEngines and not RealEngines. So you have to use the former config, not the new one that Baur is working on. When I release MS19, since Nathan doesn't mind me packing RealFuels in there, i'll make sure to have the default config in there so that it's not a questions of whether or not you chose the right one.
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[WIP] - Full Realistic Tech Tree Overhaul
MedievalNerd replied to MedievalNerd's topic in KSP1 Mod Development
They were mostly broken in the orignal release. An updated version of them has been distributed with RSS. If you look at my release thread of RPL, I actually listed the new table listed all the different The whole reason RSS became of interest is that without a real sized body, and KSP physics, you end up having to artificially increase ISP/fuel consumptions and play with masses to try and get it to a 'realistic' experience. Squad never aimed for extreme realism, which is what RSS is in it's core I guess. You'd have to look into using KIDS from ferram, if you want a more realistic experience with stock solar system. If you look at the DV requirements to travel in Kerbin system versus the real solar system, you start to see the order of magnitude of change. If i'm not mistaken with 9k DV in orbit of Kerbin, you can basically go anywhere in the system. Wheareas with RSS, you need at least 9kto11k DV to just get into orbit. Changes the name of the game in significant ways. Add life support systems, and then you have some pretty interesting simulation going on. Anyway I digress, no you don't need it. But the balance of the tech tree, and the custom experiments i'm working on will be balanced with RSS in mind. So the experience may vary, but it's not like it would be 'incompatible'. For more up to date on the progress of the tech tree, I suggest keeping an eye on the release thread. Since it's release, I've been mainly posting dev updates there. Cheers, -
It wouldn't break the save game, but reloading the new tree might do some annoying things. (IE, parts moved to previously unlocked nodes, won't be "purchased", so you have to click on them manually, quite annoying.) Also, since i'm adding the Sputnik, and Explorer satellites, i'm replacing some of the early placeholder probes. (the cube/sphere clones) Oh and to avoid complications, I'll try to get custom rolled ranges for antennas added to the RO tweaks. That way there wont' be any shenanigans of using a seperate settings file. The values will be manually tweaked to make sense with RSS.
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Happy you figured it out. Is the other antenna an AIES antenna, I believe they don't have the RT2 modules added. I'll double check that for MS19 update. Also just a quick side note, although I can provide general guidelines for the mods used in conjunction with the tech tree, i'm not necesarily an expert on all of them. In some cases it might be best to post on the forum of the relevant mod. I'm glad to help when I can though! Cheers,
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Hmm, Try with one or the other. Real Fuels is the continuation of MFT (RFRM). You should definitely not have both at the same time! It's a bit confusing now since most of these mods have been updated since, and the RPL pack still needs to get updated to MS19 to be 'officially' 0.23 ready. It should work with at least one of them.
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Hey Agathorn, Not sure if Nathan tweaked the engine tech levels, but 'when i tested MS18' I made sure that each minimum tech level matches the relevant tech node for both Liquid Engines and SRBs. Engine size does not progress in a linear fashion BTW, IE, you won't only have 1M engines at start. I think there is even a 3M engine with Tech level 0. (Not 100% sure, not in front of my PC right now) Those should be back to normal with MS19, and in any case, we'll probably have integrated tech levels, so you can't set the engine's tech level higher than what you've researched.
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Howdy Elokaynu, From what I can uderstand of what you are experiencing it could be 2 things. #1 - When you say you still see the "throttle", do you mean the engine exhaust? If so, then are you sure you have enough TWR to take off? #2 - When using real fuels (MFT) you have to make sure that you set the attached fuel tanks to the correct fuel mixture. You do so by using the Action Groups tab, and select Engine or Tank (To set their fuel mixtures). Quite the big step to jump into RPL if you don't have previous knowledge of RSS, MFT or Stretchy Tanks.
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I made a ****ty Explorer 1 statellite, for my RPL tech tree pack. Be amazed by the resized nosecones! lol