Lucius
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Everything posted by Lucius
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Hey, maybe this isn't the ideal place to ask this (how many wonderful sentences start that way on this forum i wonder) But could someone help at least point me in the right direction: I would like to add a module to a part, but only if it is in a certain state. So for instance, if i use firespitter to swap the texture of a model, i want it to have a new module. If its red, make it a thermometer, if its blue, make it a seismograph, something along those lines. Is this totally outside the realm of MM and more in another mod since it would be happening "real-time" in the editor? If so, what mod might be capable of this?
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Hmmm that's a good point, maybe I'll take the extra time to clean them up a little and make them MM style more. Also Niemand, could you point me in the right direction of "how to learn" something? I would have no problem putting in the extra time to make the parts "single modules" with an option in the VAB to change their function, sort of like Multipurpose Colony Modules? I'd like to make it so you can drop in, say, a cygnus module, and then in the VAB press a button to choose whether its delivering Life support or experiments or kibbal or fuel or whatever strikes my fancy. My only problem when i sifted through the coding on MCM was that it seemed a little ... dense, and i wonder if you know a better/simpler way to do it? Maybe via modular/realfuels?
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- totm march 2020
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Hey, open question: I did a quick and dirty config hack (very dirty, nothing amazing, don't know how to do the textureswaps i'm sure would make it much cleaner) that turns a few salyut, tks, and cygnus parts into Station Science vessels. The cygnus comes in a few different varieties of Station Science experiments (rather than bringing that big ugly tube of experiment up, launch a cygnus directly!) The Salyut's V-C2 and V-C4 (the larger tubes) have doubles that function as Cyclometrons, Labs, etc now. HOWEVER due to their lighter weight and smaller frame they take twice as long to process as the actual station science parts. The SPEKTRE module has a double that functions as a spectrometron (unmanned). Again, less efficient than the Station Science parts. And the TKS TK-0B10B (Larger tube) also has doubles that function as a Cyclometron/Spectrometron/Zoology Bay (No Lab). Again, they're just quick hacks, it makes a bunch of extra copies of the same module with different functions, rather than something you can switch between at a button's click (so it slightly bloats the construction menu more). But to me, it gives a REAL function to having your Mir station up in the sky, as it can actually do work, and you can assemble a large and fairly similar Mir with a real purpose. This combines with the Life Support functionality of some of the other TKS/Salyut parts to be pretty damn fun IMO. If anyone is interested/if its okay with Beale, i can upload the configs and see what people like and take suggestions. Do i need a license if i'm just adding configs?
- 22,629 replies
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- totm march 2020
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Lucius replied to SkyRex94's topic in KSP1 Mod Releases
Yeah i might've spoken too soon, testing out Beale's new N1 for instance still takes a small craft and lander to Mun and back. But lemme emphasize again, i REALLY enjoy it. And you're right its right on the threshold where much more would affect PQS value. I'm kinda saving taking too many screenshots until i have my new little idea more fleshed out but, i would LOVE to see more pictures. Even better, i'd love to have you post them on Reddit. I genuinely really enjoy this mod, and can only hope more people find it man. Keep it up! Also i mean i know you know your own mod but lemme emphasize what i REALLY like here: The new planets are a creative use of existing assets. No insane new kittopia installs or anything is necessary. You made a deeper "system" out of resources that, i agree, i was barely visiting myself (though i know everyone plays the game differently so it may not be everyone's thing). But yeah, Amazing choice. The size, ESPECIALLY the planet distances, very solid choice. I think if the dV charts still bug you, maybe the logical step is increasing planet distances a touch more, to 4/8? not sure what the orbital limits are here. If you keep up with the mod i'd LOVE to show you what i'm trying to cook up, maybe even if you wanted to have your own "Tech tree" to go with the mod, just a simple idea to combat exactly what you're talking about: decade-centric tech levels with missions dedicated to their tech: Sounding Rockets, Unmanned Satellites, Manned orbital missions, Manned Lunar Missions, Manned habitation. Only problem is i'm in HEAVY exams right now so i don't get to do nearly as much as i'd like to it day by day. But the idea might be just what you're looking for, a sort of RP-0 of your own, without the finnicky resizing etc of RSS. Oh and btw dont know if you noticed or not, but i found this config through the front page of RSS, so make sure and give a big shout-out to NathanKell for the exposure. And yeah lets see more pictures! -
[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Lucius replied to SkyRex94's topic in KSP1 Mod Releases
Hey again, have spent a good few days playing (pics to follow) with the mod, have the following to say discussion-wise: LOOKS fantastic. You're right when you say you have a good balance of PQS and landscale to planet scale, everything looks good and works well. FEELS good, especially the distance between planets. I have to say right off the bat, the best possible decision was having a different scale for the planets than for the planet distances. Makes a world of difference IMHO. Makes moons and space travel feel FAR rather than the "fun but too simple" distance of stock. WORKS ... okay. My one gripe and maybe an area i would approach myself is the planet scale. Let me use Beale's Tantares pack as an example: To me, the only reason not to go with a full size RSS config is to avoid having to reconfigure the fuel capacity of your tanks and your engines and blah blah all of the touchy modding to make things fit your new world. It is to discourage riding a single SRB to space, but encourage using stock parts. This world just feels SLIGHTLY too big to get away with any of Beale's Launchers delivering their intended cargo into orbit. Everything needs to be just a bit too much bigger than feels "real". I havnt tried it with FASA, but for stock and tantares you're on a knife's edge if you want to use the rockets for things like mun missions etc. I can only imagine the rockets necessary to reach Jool. Thats not to be discouraging or insulting, i actually very much enjoyed this configuration immensely, and i really hope you dont abandon it. But it might have worked better as a 3.6/7 or similar. Just for the purpose of discussion! -
Hey quick question: so far has it proven possible to make a part cost science to first unlock (as in, first unlock the tech tree node, then to unlock the individual part for use costs science)? If so, how was it done? Even an example workaround, like I believe at one point interstellar was capable of doing it.
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[1.0.5]SKY - Scale-up Kerbalism for You - Kopernicus Rescale [v2.0]
Lucius replied to SkyRex94's topic in KSP1 Mod Releases
Wow VERY interesting stuff here so far. I do like that 3.2 scale means you can pretty much reuse all the stock pieces without going too crazy/using realism overhaul. So don't wander too far from your 4 scale, it definitely appeals. Really lets you still feel "kerbally" rather than getting too dense into realism. However that IS indeed something i've often felt lacked in the 3.2 config, is the distance between planets. Its like you read my mind! Going to give this a download right now and really get into the guts of it, but for what its worth: Don't give this one up! I REALLY like what you're going for here, and it's a little ambition of mine to introduce sort of a "realism LITE" mode that i think would suit rescales like this fantastically. Keep slugging away, and especially dont give up on this one once 1.0 finally comes out. Very interested to see this keep evolving! **Edit** Also, is this on CKAN? Is there any way you can GET it on CKAN? Might not hurt for exposure either. -
Jumbo 32 v1.4 NEW UPDATE. [RSS Config]
Lucius replied to Whirligig Girl's topic in KSP1 Mod Releases
Hey GRM: Spent a bit of today doodling about with J32 and OPM, cooked up this new config that includes the miniature planets like hale around the larger ones in orbit. All i've done is multiplied the surface size, mass, and orbit. There's likely to be a few issues with it still but, it makes up for the missing bodies from OPM 1.5 Hope it helps! Kopernicus "system" config: // Kopernicus base system definition. Basically a shell for the existing KSP system. All data is imported from the "templates" Kopernicus { name = Kerbol System Body { name = Sun Template { name = Sun } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Moho Orbit { referenceBody = Sun } Template { name = Moho } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Eve Orbit { referenceBody = Sun } Template { name = Eve } Properties { ScienceValues { } } ScaledVersion { } Atmosphere { } } Body { name = Gilly Orbit { referenceBody = Eve } Template { name = Gilly } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Kerbin Orbit { referenceBody = Sun } Template { name = Kerbin } Properties { ScienceValues { } } ScaledVersion { } Atmosphere { } } Body { name = Mun Orbit { referenceBody = Kerbin } Template { name = Mun } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Minmus Orbit { referenceBody = Kerbin } Template { name = Minmus } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Duna Orbit { referenceBody = Sun } Template { name = Duna } Properties { ScienceValues { } } ScaledVersion { } Atmosphere { } } Body { name = Ike Orbit { referenceBody = Duna } Template { name = Ike } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Dres Orbit { referenceBody = Sun } Template { name = Dres } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Jool Orbit { referenceBody = Sun } Template { name = Jool } Properties { ScienceValues { } } ScaledVersion { } Atmosphere { } } Body { name = Laythe Orbit { referenceBody = Jool } Template { name = Laythe } Properties { ScienceValues { } } ScaledVersion { } Atmosphere { } } Body { name = Vall Orbit { referenceBody = Jool } Template { name = Vall } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Tylo Orbit { referenceBody = Jool } Template { name = Tylo } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Bop Orbit { referenceBody = Jool } Template { name = Bop } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Pol Orbit { referenceBody = Jool } Template { name = Pol } Properties { ScienceValues { } } ScaledVersion { } } Body { name = Sarnus flightGlobalsIndex = 180 Template { name = Jool } Properties { description = Early astronomers believed Sarnus was in fact multiple planets, closely orbiting together. When they cleaned their telescopes, they realized that those extra planets were in fact thin rings orbiting Sarnus. Regular cleaning of telescope lenses became mandatory after that. radius = 17280000 geeASL = 0.042 rotationPeriod = 37000 ScienceValues { landedDataValue = 30 splashedDataValue = 1 flyingLowDataValue = 14 flyingHighDataValue = 11 inSpaceLowDataValue = 11 inSpaceHighDataValue = 10 recoveryValue = 6 flyingAltitudeThreshold = 258000 spaceAltitudeThreshold = 3600000 } } Orbit { referenceBody = Sun color = 0.870588,0.721569,0.529412,1 inclination = 2.02 eccentricity = 0.0534 semiMajorAxis = 288380224000 longitudeOfAscendingNode = 184 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 2.88114666938782 epoch = 359.279999999964 } ScaledVersion { Material { texture = Kopernicus/Textures/Sarnus_map Gradient { 0.0 = 0.87843,0.52157,0.43922,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } rimPower = 2.06 rimBlend = 0.3 } } Atmosphere { maxAltitude = 304111 lightColor = 0.67059, 0.82353, 0.86275, 1.00 ambientColor = 0.12549, 0.34902, 0.35294, 1.00 } } Body { name = Hale flightGlobalsIndex = 183 Template { name = Gilly } Properties { description = This small moonlet orbiting in the rings of Sarnus is named after Hale, a female shepherd from Kerbal mythology who saved the galaxy from certain destruction. Its location in Sarnus' rings results in some of the finest views in the Kerbol system. radius = 19200 geeASL = 0.064 mass = 3.1152e+18 tidallyLocked = True rotationPeriod = 23780 ScienceValues { landedDataValue = 11 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 spaceAltitudeThreshold = 5000 } biomeMap = Kopernicus/Textures/Hale_biome Biomes { Biome { name = Dark Rock value = 1.0 color = 0.65882,0.50980,0.40784,1 } Biome { name = Light Rock value = 1.0 color = 0.62353,0.62353,0.62353,1 } } } Orbit { referenceBody = Sarnus color = 0.941176,0.901961,0.54902,1 inclination = 1 eccentricity = 0 semiMajorAxis = 33562339 longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 0 } ScaledVersion { Material { texture = Kopernicus/Textures/Hale_map normals = Kopernicus/Textures/Hale_normal } } } Body { name = Ovok flightGlobalsIndex = 184 Template { name = Minmus } Properties { description = Ovok's characteristic smooth shape is caused by the tidal force exerted by Sarnus and Ovok's gravity. This has led scientists to believe that the moon must consist of an icy fluff, that easily contracts and expands, resulting in a landscape that is free of deep impact craters. The moon was named for Ovok, a mythological beast known for its soft fur and razor-like claws. radius = 83200 geeASL = 0.064 mass = 6.0131e+18 rotationPeriod = 16452 ScienceValues { landedDataValue = 11 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 spaceAltitudeThreshold = 20000 } biomeMap = Kopernicus/Textures/Ovok_biome Biomes { Biome { name = Craters value = 1.0 color = 0,0.07451,1,1 } Biome { name = Flats value = 1.0 color = 1,0.81569,0.47451,1 } Biome { name = Rises value = 1.0 color = 0,1,0.97647,1 } } } Orbit { referenceBody = Sarnus color = 0.690196,0.768627,0.870588,1 inclination = 1.5 eccentricity = 0.01 semiMajorAxis = 38942121 longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0 epoch = 751.7 } ScaledVersion { Material { texture = Kopernicus/Textures/Ovok_map normals = Kopernicus/Textures/Ovok_normal } } } Body { name = Eeloo Template { name = Eeloo } Properties { description = Until recently astronomers thought Eeloo was a dwarf planet beyond Neidon's orbit. It actually turned out to be a moon of Sarnus and they all this time it had for some reason been confused with the distant dwarf planet Plock. Scientists think the moon might harbor a liquid ocean beneath its frozen crust. ScienceValues { landedDataValue = 11 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 } } Orbit { referenceBody = Sarnus semiMajorAxis = 91099046 inclination = 2.3 eccentricity = 0.0034 longitudeOfAscendingNode = 55 } } Body { name = Slate flightGlobalsIndex = 185 Template { name = Tylo } Properties { radius = 1728000 geeASL = 0.85 mass = 1.1581e+23 tidallyLocked = True description = Evidence suggests that Slate was very much like Kerbin until only a few hundred thousand years ago. An unknown cataclysm seems to have stripped the moon of its atmosphere and leaving nothing but a dead husk behind. Its vibrant yellow and brown color palette has inspired painters ever since its discovery, including the world-renowned Vincent van Kerman. ScienceValues { landedDataValue = 11.5 inSpaceLowDataValue = 10.5 inSpaceHighDataValue = 10 recoveryValue = 10.5 spaceAltitudeThreshold = 216000 } biomeMap = Kopernicus/Textures/Slate_biome Biomes { Biome { name = Slatean Supercontinent value = 1.0 color = 0.47451,1,0,1 } Biome { name = Yahel Mountains value = 1.0 color = 0.74902,0,1,1 } Biome { name = Sombor Mountains value = 1.0 color = 0,0,1,1 } Biome { name = Impact Craters value = 1.0 color = 1,1,1,1 } Biome { name = Seabed value = 1.0 color = 1,0.74902,0,1 } Biome { name = Northern Islands value = 1.0 color = 1,0,0,1 } Biome { name = Archipelagos value = 1.0 color = 1,0.97647,0,1 } Biome { name = Mount Nehelennia value = 1.0 color = 0.53333,0.53333,0.53333,1 } Biome { name = Floodplains value = 1.0 color = 0.67451,0.58431,0.27843,1 } Biome { name = Poles value = 1.0 color = 0.19608,0.93725,0.99608,1 } } } Orbit { referenceBody = Sarnus color = 0.823529,0.705882,0.54902,1 inclination = 2.3 eccentricity = 0.04 semiMajorAxis = 401372838 longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 1.1 epoch = 1343.91 } ScaledVersion { Material { texture = Kopernicus/Textures/Slate_map normals = Kopernicus/Textures/Slate_normal } } } Body { name = Tekto flightGlobalsIndex = 187 Template { name = Laythe } Properties { radius = 896000 geeASL = 0.2503 mass = 9.248e+21 tidallyLocked = True description = This moon has a very dense atmosphere for a body its size. Combined with the low gravity, this means that a Kerbal with wings attached to his arms could lift off from the surface of the moon under his own power. Those wings would have to be made of some sturdy materials though, as Tekto's atmosphere appears to very violent. ScienceValues { landedDataValue = 11 splashedDataValue = 11 flyingLowDataValue = 11 flyingHighDataValue = 10.5 inSpaceLowDataValue = 10 inSpaceHighDataValue = 9.5 recoveryValue = 10 flyingAltitudeThreshold = 20000 spaceAltitudeThreshold = 208000 } } Orbit { referenceBody = Sarnus color = 0.3,0.9,0.65,1 inclination = 9.4 eccentricity = 0.028 semiMajorAxis = 1143963939 longitudeOfAscendingNode = 55 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 2.1 epoch = 1275.12 } ScaledVersion { Material { texture = Kopernicus/Textures/Tekto_map normals = Kopernicus/Textures/Tekto_normal Gradient { 0.0 = 0.3921,0.7568,0.5803,1 0.5 = 0.7725,0.5372,0.3254,1 0.6 = 0.2196,0.1490,0.0901,1 1.0 = 0.0196,0.0196,0.0196,1 } rimPower = 2.06 rimBlend = 0.3 } } } Body { name = Urlum flightGlobalsIndex = 181 Template { name = Jool } Properties { description = It took a while for Kerbal astronomers to realize Urlum was not a far away star, but in fact another planet. Since then scientists have been weary of making claims about Urlum, for fear of being wrong yet again. The ice giant is unusual in that it orbits the Sun in a clockwise fashion, unlike the anti-clockwise orbits of the other planets. radius = 7680000 geeASL = 0.038 rotationPeriod = 44000 ScienceValues { landedDataValue = 30 splashedDataValue = 1 flyingLowDataValue = 16 flyingHighDataValue = 13 inSpaceLowDataValue = 13 inSpaceHighDataValue = 12 recoveryValue = 7 flyingAltitudeThreshold = 120000 spaceAltitudeThreshold = 1600000 } } Orbit { referenceBody = Sun color = 0.282353,0.819608,0.8,1 inclination = 180.64 eccentricity = 0.045214674 semiMajorAxis = 429686533760 longitudeOfAscendingNode = 61 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 5.59607362747192 epoch = 422.539999999906 } ScaledVersion { Material { texture = Kopernicus/Textures/Urlum_map Gradient { 0.0 = 0.72549,0.81961,0.83529,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } rimPower = 2.06 rimBlend = 0.3 } } Atmosphere { maxAltitude = 141577 lightColor = 0.90196, 0.78039, 0.70588, 1.00 ambientColor = 0.35294, 0.20784, 0.12549, 1.00 } } Body { name = Neidon flightGlobalsIndex = 182 Template { name = Jool } Properties { description = Due to its distance from Kerbin, it wasn't until fairly recently that Kerbalkind discovered the Kerbol system's most distant planet. At first scientists thought Neidon might a purple, rocky planet like Eve, but they quickly realized they were in fact looking at an ice giant similar to Urlum. radius = 7360000 geeASL = 0.046 rotationPeriod = 42500 ScienceValues { landedDataValue = 30 splashedDataValue = 1 flyingLowDataValue = 18 flyingHighDataValue = 15 inSpaceLowDataValue = 15 inSpaceHighDataValue = 14 recoveryValue = 8 flyingAltitudeThreshold = 88000 spaceAltitudeThreshold = 1500000 } } Orbit { referenceBody = Sun color = 0.415686,0.352941,0.803922,1 inclination = 1.27 eccentricity = 0.0127567 semiMajorAxis = 687498450000 longitudeOfAscendingNode = 259 argumentOfPeriapsis = 0 meanAnomalyAtEpoch = 0.360143333673477 epoch = 445.639999999885 } ScaledVersion { Material { texture = Kopernicus/Textures/Neidon_map Gradient { 0.0 = 0.62353,0.43922,0.99608,1 0.6 = 0.0549,0.0784,0.141,1 1.0 = 0.0196,0.0196,0.0196,1 } rimPower = 2.06 rimBlend = 0.3 } } Atmosphere { maxAltitude = 103756 lightColor = 0.74118, 0.88235, 0.74510, 1.00 ambientColor = 0.34902, 0.12549, 0.35294, 1.00 } } Body { name = Plock flightGlobalsIndex = 186 Template { name = Vall } Properties { radius = 604800 mass = 2.44378113536e+21 geeASL = 0.069 description = There’s been a considerable amount of controversy status of Plock as being a proper planet or just a lump of ice going around the Sun. The debate is still ongoing, as most academic summits held to address the issue have devolved into, on good days, petty name calling, and on worse ones, all-out brawls. ScienceValues { landedDataValue = 16 inSpaceLowDataValue = 15 inSpaceHighDataValue = 14.5 recoveryValue = 15 } } Orbit { referenceBody = Sun color = 0.184314,0.309804,0.309804,1 semiMajorAxis = 1714667859475 inclination = 6.15 eccentricity = 0.26 longitudeOfAscendingNode = 260 argumentOfPeriapsis = 50 meanAnomalyAtEpoch = 0 epoch = 213 } } } } -
[Techtree][WIP] Road to Kosmos (v0.0.3 preview)
Lucius replied to Niemand303's topic in KSP1 Mod Development
OOOO let me get a word in here while you're in the early stages, utterly interested in the soviet side: Take a good, long look at how realism overhaul approaches the early tiers of the career mode. HEAVY reliance and modification of the procedural parts to mean you're focused on sounding rockets in your "1940s" stage. If not PP and some custom engines, then really consider Roverdude's "sounding rockets" mod as the go-to early career necessity. Try to really remember just how early in the "game" some very advanced probes were landing. The soviets had the lunokchods going in the 60s, so dont neglect the probing/robotic side of the early game, if anything this game needs way more focus on probes exploring early game for huge science, and then late game human interaction. Contemplate (and this would obviously be a reach goal) combining tantares modules with station science/kolonization(roverdude) to give our kerbals (especially those with life support) a real, strong reason to build their MIRs and salyuts etc. I've even been considering it myself, just using station science's modules and attaching them to the actual tantares blocks themselves to give them more use in space. ***Oh also: Good move on tantares. I think a lot of people enjoy the more lego-style mods than the realistic space factory recreations. Consider integrating the KW sidetanks with tweakscale modules so you can slap them on your early R7s for a more fun look, if you're not wholely using Tantares. And i found the soviet probe pack was just fantastic too, though the launchers again suffered too much realism. Maybe try Lack's SXT for his worthwhile little sputnik recreations? -
[WIP] CrewQ(ueue) - Crew Rotation, Variety, and Consequences.
Lucius replied to enneract's topic in KSP1 Mod Development
Hey! I actually have considered implementing something similar to a feature or two mentioned here, so let me chip in my 2 cents worth. It may sort of be an amalgamation of your ideas already, but i felt it was a small detail that would really add weight to things as they are now. Essentially, crew have a "time in orbit" counter. Within their time-in-orbit counter, they are "refreshed" and ready or whatever you want to call it. They are well prepared for their mission, they give 100% of themselves. But once their time-in-orbit counter runs down, your kerbals suffer progressively-more-negative effects. I think i can best explain it in an example: 3 star Scientist Scott Kerman is sent to work at an orbital lab (for whatever your purpose may be). He has an orbital timer of a month. For that month, he is benefitting your science at full power. After that month, we begin to apply an equation that reduces his benefit. Each kerbal day, he is giving 1% fewer science benefit, until (in this case) 15 days later, he has hit zero. Now he is REALLY tired of being in orbit. Now he begins to have a NEGATIVE impact. Our science gains are reduced (clumsy?). Our pilots lose features. Our engineers ... remain useless. But you can begin to see the idea: The longer above your "time-in-orbit" plan your crew members stay, the more you DESPERATELY need to get them home as they are COSTING you (perhaps even more negative effects: reputation?) How does Time-in-Orbit scale? Along the tech tree is my first thought. As players unlock higher level command pods, the amount of "time" kerbals can spend increases from 1 kerbal day, to a kerbal week, to a month, to a year, to maybe even 10 years? And after return, with a suitable "vacation time" given to your crew, they are refreshed and ready to Space again! A simple little "debuff" icon per kerbal could potentially be displayed somewhere, even over their IVA camera view perhaps? To give you a quick and effective understanding of which kerbals need to be taken care of and when. This system is incredibly useful as a "prodding stick" to the player, and in my opinion also replaces the following: Life support: LS essentially encourages bringing supplies and not just staying in space forever. Some more harshly than others. But this is a very Life-Support-Lite! Now you have a reason to bring those kerbals home, akin to "snacks!" but without the extra bases/etc. Crew transfer: Finally, a reason to CHANGE crews on your "station science" outpost or mun base! No more 23 year banishments for poor little Scott! -
Oh god this was the mod i didn't know i knew. Just wanted to say, fantastic job, great idea and incredibly smooth simple implementation Flip, keep it up! If nothing else, just keep the mod updated or else get squad to pick it up because ho man, i can already tell i wont be able to live without this one!
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-ctn-, just finished a run to mun with your gorgeous little lander, had a BLAST! Good size, the fuel tanks work right, leaves you JUST enough to do what you need to do but still sweat it. Amazing job! Love the idea, its small and simple so it doesn't make much of a RAM imprint, just makes little moon landers feel more "fun"! Would love to see more by you in this vein!
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lucius replied to asmi's topic in KSP1 Mod Releases
Welp, now when you EVA (at least from a B9 cockpit .. have to test more) your kerbals simply disappear forever. Love the mod but it seems like one step forwards two steps back haha dunno how you get the patience asmi. Also it didnt crash so im not sure how i "log" that -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lucius replied to asmi's topic in KSP1 Mod Releases
Hi ASMI, first off fantastic life support mod though i did scale down the consumption a little. Second, i was one of the people experiencing the "stutter" every 5-10 seconds, it was most noticeable with chatterer enabled but yes in general it was a little tiny grievance that over time just started to drive me nuts. I just tested out 1.06 AND removed romfarer, of which i ONLY had the dll, in order to run bobcat's buran, and lo and behold, no stutter, perfection. If you need, i can see if i can provide logs, but it seems to have worked absolutely perfectly! -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
Lucius replied to Starwaster's topic in KSP1 Mod Releases
Nathan - when adding ablative shielding to parts, is it possible to make it non-directional? Trying to re-do the vostok- 5,919 replies
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- reentry
- omgitsonfire
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[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Lucius replied to asmi's topic in KSP1 Mod Releases
Much the same, soon as i pull eclss out, fps boost right back up. Havnt tried any version prior to 1.04 however -
[WIP] - Full Realistic Tech Tree Overhaul
Lucius replied to MedievalNerd's topic in KSP1 Mod Development
Cannot wait to test this mod out MN! Waiting to hear about any release, you're doing an awesome thing! Also, if we do NOT include certain mods, a la interstellar for instance... the mod will still be fine, just some techs will be useless, yes? -
Ohhh god can't wait to try. How in the HELL am i going to get a rocket off kerbin with enough dV to see it all....
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and Not exactly telling in terms of "Scale" ... but two beautiful pictures of your massive world mixed with the cloud and city lights mod. Was absolutely gorgeous in action.
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Yes, i'm FAIRLY certain it has to do with DREC, but with the cocktail of mods i am hesitant to point a finger. Seems to happen ONLY when a ship breaks up due to g Force, not even due to temperature. SEEMS to be a 50/50 chance with manned flights, but 100% chance of error with probes. If your probe explodes from g force, you cannot click on anything, even alt tabbing in and out, and have to reset the game. If it blows up from heat... doesn't seem to be a problem. Odd isn't it!
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Oh god yes... Also thank you, i've been watching Realistic Tech Tree Overhaul and cannot wait for that as well! Didnt even notice you were involved in that too (why am i not surprised)
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[WIP] - Full Realistic Tech Tree Overhaul
Lucius replied to MedievalNerd's topic in KSP1 Mod Development
Oh god, 15 KW? Isnt the average satellite tv transmission something like ... 80 watts? No wonder you have to sink so much work into this. I'll definitely be keeping an eye open! Thank you again!