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Lucius

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Everything posted by Lucius

  1. Really looking forward to this, MedievalNerd. The tech tree as it is is QUITE well designed, but for complete novice players to the game. I especially think this particular design of tech tree is fantastic for Nathan's Real Earth Size mod, incorporating a more believable approach to progressive space exploration. I wonder, is there any word on when you'll have a test version up? Very excited to try.
  2. hahaa toby it's funny you should say that, i have about 7-8 nodes unlocked now, nothing major but enough to slap together some semblance of a rocket, and i FINALLY got my first manned capsule back to ground safely. Not even an hour ago! Mind you i'm running this mod, DRC with nathan's suggestions for real earth (12 heat multiplier, .9 shockwave exponent), MFT, KJR, remotetech (which JUST came out hence i was playing an hour ago), FAR, but i also had KW Rocketry. Which is, i imagine, the only way i managed this at all. With a very careful climb and a close watch on your TWR, you can at very least even in low tier rockets, ensure that your trajectory runs fairly flat with the earth. Any steep entry, and i really want to emphasize ANY STEEP ENTRY, will produce too much g force, regardless of heat. I literally had an angle of no more than 6/7 degrees retrograde during the largest part of my descent, and while the ablative shield held just fine during descent, even at this careful angle, i NEARLY wound up in the red of g forces for almost a minute solid. Scary little minute there! So yes, i know, the recovering pods for every extra inch of science is good, but yeah reentry angle is everything, watch your gravity turn on ascent it has to be so, so specific
  3. Nathan: Hi, first off, absolutely LOVE this mod. It reinvigorated my passion with KSP, as an old orbiter diehard. So first and foremost, as i see your name plastered on just about every "must have" mod for me, from DR to Modular Fuel to this and seemingly everywhere else at once, THANK YOU. What you're working towards is just amazing. Second, to contribute some ideas here: 1) What is going on with kerbin/earth/whatever we're calling it now's atmosphere. it seems to taper out around 80km, i was under the impression that the thermosphere started around 160km. Are there eventual plans to relayer the atmosphere, or is this deliberate? 2) Now, i KNOW this isn't priority, but i'd like to say, this mod actually integrates QUITE well with career mode, when one makes some adjustments to the science limits from experiments. With a bit of a ... wider pool of science points to be gained without having to leave earth's SOI, it has been sensationally immersive for me! I'm not sure if you have any plans to tie in this world to career mode or just leave it open, but if you do intend to, it does not need much! **Edit: I should guess you're going for the Karman line, but, i am just curious as to whether you intend to increase atmospheric drag out as far as it really is, or if it's modelled and i just keep crashing so much that i never notice atmospheric drag being modelled until about 140km
  4. All seems to work well enough with NathanKell's Real Earth, just had to adjust the probe core minimum range a few kilometers to register on launchpad. So far quite enjoyable, glad you kept some elements of the old rough RT2. The KSC indicator is so useful
  5. Hi! I helped develop the skylab/science lab part, and just for some quick answers: I know it is very rough right now. While i know some basic c#, there isnt much documentation on building modules for ksp, aside from the essential "silly stuff printed" basics. The ideal goal, i believe, is to have it detect when manned, then when manned have a gui to begin research that will autobeam science back to kerbin. When not researching, it should have a much lower power usage. Yes, it is indeed only useable in low and high orbit. Its entire point is to actually encourage building space stations, steady slow reliable space stations which i felt were near entirely useless in stock career mode. I know it is... not ideal at this point, and i'm sure ludsoe is very interested in your ideas on balancing the piece as it is, for now, without creating a new module for it. Long term, consider it an investment in space stations, and i would REALLY appreciate anyone who has some more in depth tutorials on modules
  6. Is there any way to use Science as a resource? I am trying to develop a part that functions essentially like an RTG/Solar panel, but for science. The problem i am coming across is that i don't want this to function like an "experiment" pod, but rather generate science like a resource constantly without needing clicking. I was hoping it was just a resource that could be generated, but i'm a little stumped.
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