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tychochallenge

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Everything posted by tychochallenge

  1. quick question, can the warp still run when you're not controlling the ship? Also, this will go very nicely with the star systems mod!
  2. 1. Seems like you don't have enough lift. Try and experiment with larger wings/control surfaces. 2. You are using swept wings. Swept wings add speed (which is sometimes good) but not a lot of lift. 3. Balance out the center of lift and center of mass in SPH. Make sure your center of lift is slightly ahead of your center of mass, but not much, or your plane will flip during flight. 4. Use ferram aerospace or NEAR. Vastly improves aerodynamics by implementing a more realistic flight model so wings and nosecones don't produces as much drag as in stock game. 5. Add MOAR STRUTS. right before you crashed, your fuselage had a little wobble which caused your plane to 'crash'. 6. Couldn't see the front of the plane, but its better if you have an additional reaction wheel. 7. Add more tail wings. Along with SAS, they'll control your plane as you pitch up
  3. I have to say, Kerbol's SOI is waaaayyyyyyyyyyyyy to small, its edge is barely just beyond the furthest point of Eeloo's orbit. What if we want sentar orbiting kerbol further than eeloo? Or a pack that adds kuiper-belt objects? And the stars need to be MUCH further away then they are now. A Hohmann transfer from kerbol to corbo takes just 47 years. If this mod was made to go along with the interstellar pack, it should include realistic interstellar distances, corbo should be at least 0.2 lightyears from kerbol (shortened for kerbal scale). Reaching the stars in ksp should only be achievable using high-tech, 'end of tech tree' parts like solar sails, ions, fusion/antimatter/warp. Cause right now, the lifter that i use to bring kerbals to the mun (in mid-tech tree and only chem propulsion) and back has the ability to travel to corbo in 47 years and insert into orbit.
  4. theres bugs with both 32 and 64 bit but 64 bit has more bugs i think, and there are a handful of other mods that are incompatible with star systems
  5. Since Prominatus sounds too long and clumsy, I think Titania is a better name. Doesn't sound too far off from Saturn and its a nice name as well (assuming planet names are named after supposed kerbal gods)
  6. never landed on kerbin's badlands, been to every planet
  7. KSP just kept popping up on steam (rather annoyingly) for a couple of weeks in a row. So I tried the demo. I then bought the full game 2 days later.
  8. around 1.5-2k dv on transfer, 4-7k dv for direct orbit insertion. To conserve fuel, you will need to use ions or make fly-bys of Eve and kerbin
  9. I think tylo needs some 'form' of an atmosphere, not completely an exosphere; in comparison duna has about 20% kerbin's atmosphere asl, tylo can have something like 3-5% so its an atmosphere, but parachutes will not work: sorta like tylo in altering kerbol, except with a thinner atmosphere. Maybe Tylo once had a thick atmosphere, but another moon of jool crashed into it early on stripping away most of its former atmosphere.
  10. just asking, but is there a way that planet textures will only be loaded when you actually enter the solar system? Or, does ksp already do that? that way it will save memory on 32-bit
  11. remember, theres always the good'ole time warp feature! Anyway, kerbal systems are 10 times smaller than ours so nearest kerbal star can be only like, 0.5 ly away
  12. most likely, you're using a mod/mods that are incompatible with star systems. You will have to go through/test all of your mods and find the culprit/culprits. For me, final frontier or kethane were the culprits.
  13. well, yea i agree it may be pretty complicated, but some tutorials can be made about 'how to manage your space program' and such. But again, career mode is supposed to be complicated and the devs seem to be going in that direction with more career stuff in the next few updates. If its too complicated for some people, theres always sandbox and 'science only' career
  14. Since we now have contracts and funds, it has been said that a 'mysterious' Administration facility will be added in .25. Now I haven't got a bloody clue as to what it actually is but it might be the following: In .24, kerbal companies can give you contracts and you can complete them for funds and a little science. Well, since they are companies, you could have the possibility of investing funds and/or science in those companies who will in turn take a certain amount of time to research a new part/parts for example: Invest x funds or y science every kerbal week for 4 weeks and we will research/build next generation solar panels, etc. This way, the science system can be reworked so that an eva report over the munar poles does not directly influence the researching of atomic rocket engines. Rather, science can be split off into several branches separate from each other. For example: Surface sample science, eva science, barometer science, etc. This way, a surface sample from Duna can aid in the researching of wheels with better traction, or a temperature scan from Kerbin's high atmosphere can help in researching heat shields, or perhaps upgrading certain parts' heat resistance etc. Going back to investing, the economy can rise or crash on a (mostly) periodic basis which can affect how long, how costly, or let alone able to research the part/parts. In addition, the funding/investing can be influenced by how well your space program is going, For ex: When your shuttle exploded during liftoff and several kerbals were killed, the companies will become more reluctant to research parts and will often demand more funds/science. Soooo, if you guys have any other ideas, fell free to post!:roll eyes: Note: i was going to put investments and science rework into 2 different threads but there already have been a lot on science rework and (none) on investments, they do sorta intertwine so they are all included in here. Also: (not a suggestion) in situ resource mining will go well with what i just stated since its an easy way to earn funds but its squad's choice to implement them and investments are still fine without
  15. just edit the PF planets to orbit 'Kerbol' as a reference point instead of 'Sun'.
  16. That, and i'm also liking off world racing too. The way to win a Mun Buggy race is to drive as fast as you can down a crater and up again and hope you get into orbit:confused:
  17. oh sorry, i don't know why but look at the link on the webpage not available page and you'll see the name in the link
  18. Well, here are some links to people's WIPs who either gave up, or just forgot/discontinued for a long time: 1. http://http://forum.kerbalspaceprogram.com/threads/71338-Plugin-WIP-Nova-s-Plernets-Dev-Thread(PlanetFactory-CE) this one hasn't seen recent activity 2. http://http://forum.kerbalspaceprogram.com/threads/67147-0-23-The-Kerbal-Universe-Project-V-11-Discountinued-(5-6-14) 'discontinued' 3. http://http://forum.kerbalspaceprogram.com/threads/36293-Planets-and-ScaledSpace 'discontinued' 4. Alternis Kerbol: isn't much about GP2 but its discontinued there may have been others that i have missed
  19. GP3 should be orangish high up but deeper in it will become darker red. Good luck my friend, I have seen many failed attempts at creating Nova's planets, I will certainly be keeping up with this thread.
  20. Don't forget me! I actually got PFCE to work with this mod! Well, partially. Editing gas giants into orbits around the other stars is smooth like butter. What DOESN'T work is when I edit a MOON of a gas giant into a separate orbit around a star. Then nothing works.
  21. my friend, nothing in the universe is 'a little' dangerous. If Laythe existed in real life (in comparison to jool), there would be massive earthquakes and volcanic eruptions around the moon, not to mention the radiation that bombards Laythe's atmosphere and land. Underwater will be safe, but in orbit, 2 minutes outside your ship and you're dead. There would also be massive auroras all over Laythe considering its thick atmosphere. Even though the presence of oxygen in the atmosphere hints to possible photosynthetic life floating in the oceans, they float near or on the water's surface. Which means that they would all be killed by radiation. The volcanoes will do the rest to poison the atmosphere. On the ocean floor, chemosynthesis is possible but who knows. Anyway, Eeloo HAS been planned by the developers to be relocated to orbit GP2 when they release it. When the debs released Eeloo, it was at first only meant to test the feasibility of 3:2 resonances like Neptune and Pluto. But then .21 completely changed the way planets are added to the game and GP2 was held back again. An then they became more interested in career and multiplayer. Also, new planets are on the 'What not to suggest list'
  22. Right now, KSP career is in dire need of an extreme science revamp. With the addition of science from contracts, its now possible to complete the tech tree without even leaving KERBIN. There are a few ways to (partially) solve this: 1. Add more high tech parts on separate nodes in tech tree (like KSPI) 2. Lessen the science values when taking data (albeit more tedious) 3. Get rid of biomes completely and gain majority of science when investigating something of interest or something previously unknown to kerbals: (finding life on laythe/kerbal face on duna/Jool's composition/an exoplanet around another star via telescopes/etc...) 4. (the most complicated): wait for squad to implement a functional kerbal economy/government system, the government responds to various events around Kerbin (sorta like the Kold war) and provides more funding to a certain area of research for their benefit, (For ex: send satellite into Mun orbit and scan for Helium 3. If successful, x funding and x science is provided/produced. Later in the game, scientists have just invented reliable nuclear fusion, send/build an operational base to Mun for mining Helium 3. Transmit energy back to Kerbin and we will provide x funds. Also, a player can invest excess funds earned in one or more kerbal companies and if successful, will provide you with a new technology and a small amount of science along with funds you invested. Your space agency can also be affected by periods of economic growth/depression. For ex: during a depression, the kerbal government may not provide as much funding and companies may go bankrupt and will not be able to pay you back with the funds you invested. So any of these ways will largely fix the current system; i know option 4 is far fetched but with contracts in .24, may become a reality sooner or later.
  23. eh, planets still don't show up even when i edit the system file and the planet.cfg
  24. Wait, how do your planets show up orbiting the stars in their current positions? When I took your file and edited/deleted some of the planets into positions that will please me; (deleted to save memory (32-bit)) all the planets don't show up even though I just deleted some of them and edited the orbits of some of them. Any way to counter this?
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