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Everything posted by MedievalNerd
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Oh there sure will be! Right now I only added arbitrary High Orbital flybys for Venus & Mars. (Eve / Duna) They are unlocked in tier 2 of probes. I basically mapped out all the succesfull probe missions from the 1950's on, and will try to integrate matching probes around those tiers. I'm getting there! V19 will definitely be much better in terms of progression using only custom experiments. I had to reinstall my whole system last night after a shoddy cloning of my windows drive to migrate to my SSD. Almost back up and running, and thankfully nothing was lost. My RAID was dying for over a year, and I had enough of it.
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Hi Sirklick, Right now, in it's current state, you only have enough custom experiment to unlock the first two tiers or so. Once I add K-Xplorer 1, Kaputnik 1, 2 & 3. It'll be definitely more interesting. Looked at Vanguard, but darn, that thing is so small. It's lacking in custom experiments and i'm still calculating experiment costs. V19 will be leagues better with 'way' more experiments for early on, and work towards my new 'photo & video data' collection, (Surveyor probes) and potentially the scanning experiments. I'm also interested in figuring out a cool way to get Lunokold type mission/experiment in there too!. I didn't think the tree would get much attention, but from what I see i'm not working half as fast enough!! D: Bear with me,
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#1 - Sirklick covered that point. Plus you'll notice that stretchy tanks unlock as matching engine sizes become available. I put Nathan's more advanced stretchy tanks (cryo and the likes further down the tree) #2 - Yes, that does sound like a great idea. And I'm sure I can figure out a way to make that happen. Although right now, in order to get the base of the tree/mod or whatever this is called at this point, a good starting experience. I'm going through the list of historical missions and making matching probes to try and make experiments/missions for the earlier tiers of tech. As I move towards manned missions and past the munar landing, then i'll start doing more interesting things. @all, The person making SCANsat, has revealed to me that there is an easy method I could use to detect what is the current % of the targetbody that has been scanned. So we could have satellite scanning science missions! IE, an experiment that requires Y data, and Z % of the body to have been scanned to complete the mission. Not there yet, but so much potential! And also, a cry of help to fellow modders. If you would like to help me add impact probes to the custom experiment module, I would be endlessly grateful. My limited KSP/coding knowledge is preventing me to figure out how to write such a method. Thanks for all the feedback everyone,
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
MedievalNerd replied to NathanKell's topic in KSP1 Mod Releases
Mother of Kerbals, If it gets to that level we 'need' to use things like part catalog or whatever, because finding things will be insane. lol -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
MedievalNerd replied to NathanKell's topic in KSP1 Mod Releases
Very nice indeed! Huzzah! -
They shouldn't be. But you should get rid of all the folders it replaces. If you are having issues with MFT, please try reinstalling the folders. Updates that will be 18b, 18c, 18d, etc. will not be 'game breaking'. Major updates V19, V20, might, but i'll let people know if it did change something major. Most likely V19 will be quite the overhaul, I'm making new probes and will try to make a more smooth progression for unmanned probes following historical successful missions. Hope this helps. No, the MJ tech levels aren't integrated yet. I haven't gotten around to fiddle with that yet. Right now my focus is balancing tech progression by making new probes/experiments and starting the manned experiment/programs. So many things to do, it's crazy. Sometimes I look at the state of things and feel it hasn't been literally over a month that I've been working on this. lol
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I started reworking the probe experiments, and was sad that we didn't have something that looked like Explorer 1. So I used a nosecone and messed with it a little, gives a not so bad look! Meet K-Xplorer 1 0.25M X 1M Instead of cloning too many probes, I'm trying to make some form of variety. I'm no modeler so this is my best shot! lol
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
MedievalNerd replied to NathanKell's topic in KSP1 Mod Releases
What are the core differences? Seem to be heading in the same direction. But what do I know! Looking forward to the fruits of your labor gents. Cheers, -
[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
MedievalNerd replied to NathanKell's topic in KSP1 Mod Releases
@SFJackBauer & ANWRocketMan Are you both working together or making seperate tweak packs? -
Fix Notes: Updated V18b * Fixed Custom Experiment Plugin not verifying situations/experiments properly. * Updated to latest versions of all Essential mods in the Mini Realism Pack. * Rewrote the OP to make it clearer and included installation instructions. * Added new instructions file in the pack as well. (Same as OP) * Download link updated
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Thanks lmw5201, I am open to new/different ways to generating science. Although the science lab, is already something that exists with KSPI! They have a lab, when manned, and in specific situations, generate a small amount of science over time. Combine that with ECLSS or TACLS, and it can be balanced and challenging. I'm struggling right now with Impact probes but other types of science experiments I'm going to include: - Photo & Video 'data' - Considering cloning some stock science instruments and making 'Geiger counter' for radiation experiments, X-ray experiments. That'll take more time and consideration. - Right now I'm trying to go through the list of historical probes and plan out custom experiments for 'nearly' each of them. I'll group some together, but I want to have a nice progression that can follow in line with the rocket/booster progression. As I mentioned in previous comments, I'm also going to try to emulate Mercury & Gemini missions by science experiments. Thanks for checking it out,
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
MedievalNerd replied to NathanKell's topic in KSP1 Mod Releases
Use procedural fairings past 4 and 5M. You can use the interstage and setup a custom 'decoupler'. -
SRBs are fine, if you want to see practical applications, look at the Delta series. SRBs are cheaper alternative to Rocket Fuel Engines. This isn't modeled in KSP yet by the fact that there is 'no money' yet. To give it a nudge, I reduced SRB research costs by half. I am not going to merge SRBs & Rocket Engines. I personally use Globe I's that I attach as a ring around my core stage to give it a little extra nudge when I cheat and go below 1.2TWR. They don't burn that long, but gives a nice kick and allows you get some extra lift on start. Also, did you take a look at stretchy SRBs? Then you can customize, thrust, diameter, burn time. Sur SRBs don't have thrust vectoring, but when circling a core stage that has thrust vectoring, they do fine. Whenever I have time, which seems to be never, i'll make/show sample rockets that make use of SRBs. EDIT: I think Nathan is resizing them btw. so they'll have more kick soon probably. EDIT2: He did resize them, i'll put togeter a V18b tweak pack that'll include the fixed experiments and .dll.
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Howdy everyone, I've successfully created a plugin that allows for planet specific conditions to experiments, along with some added requirements such as resources in order to allow a experiment to complete itself. But as I'm working on creating custom experiments to mirror historical probes, there are a lot of impact probes. I wanted to know if someone would have an idea of how to go about to create a module that would detect a vessel crashing, and upon this happening automatically award the player with science points? It's specifically the crash detection + science payout I need help with, since I already have code to check body/EC/data. So if someone can help me out that would be amazing. My C# skills are by no means amazing, so if the kind souls helping can be as descriptive as possible, it would be doubly amazing. Impact probes would be a great addition for KSP! Thanks in advance,
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@Aazard, if you go look in the RSS thread someone posted a really nifty chart that shows how much DV it takes to move around, I suggest you have a look at it and it'll be a great guideline to see if you have too much or insuficient DV. I give mysefl a buffer because I'm not the best at piloting/plotting courses. I'm also going to be adding quite a few more custom experiments for probes, going to try and have closely all of the 1960-1970's probe missions represented in the game. I'll go for best fit/look for stock probes but i'm not a modeler so we'll have to use our suspension of disbelief together. I'll also be adding 'video & picture data' as a separate type of 'data recorder'. V19 will also have the Mercury and Gemini 'objectives' as experiments. Not super obvious in a way, but I think I can make it work. Cheers,
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MM tweak files get overwritten by tech trees btw. It sort of works for Tree Edit, but messes up with Tree loader. So I'd have to have all of them loaded and save the tree, then I could remove them as I wouldn't be using them myself. Also, engines which aren't part of the rebalance will definitely through the balance off of the tree/progression. B9 isn't just wings and control surfaces from what I understand.