NotCoach
Members-
Posts
86 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by NotCoach
-
Controlled actions based on throttle percentage
NotCoach replied to NotCoach's topic in KSP1 Mods Discussions
Thank you. -
Controlled actions based on throttle percentage
NotCoach replied to NotCoach's topic in KSP1 Mods Discussions
Not sure it does. Can't find a command to check throttle level, only the ability to lock the throttle at certain levels. -
Hi all. This is backwards from what most people want, but I am working out some configs for some very powerful engines that use insane amounts of energy, and I want to control energy output based on throttle percentage to conserve resources. Basically I would start and stop different modules within an edited config that change energy output, or start and stop different reactors that have different output rates. I can find no mod that works this way.
-
[0.25] PartArranger 1.2 - Arrange your part list however you want!
NotCoach replied to tony311's topic in KSP1 Mod Releases
Maybe this is something I should put in the add-on request forum, but I figure it doesn't hurt to throw it out here as well. What about adding additional categories or subcategories to the part lists? As we all know the utilities tab is quite crowded even without any mods. What about the creation of sub-tabs for utilities as an example? Perhaps when one clicks on the utilities tabs it brings up a set of player created sub-tabs in which parts have been placed. Is something like that possible? -
What's the point? You want to watch the entire kerbol system be slowly sucked into a game breaking SOI?
-
Now-defunct-thread-that-should-not-appear-in-google-search.
NotCoach replied to Cilph's topic in KSP1 Mod Releases
It's more complex then this because of docking. Sure, we can launch all satellites individually with unique names, but that does not fix the docking problem when we dock to our orbital stations that are connected to mission control. When I undock I often lose complete control of my vessel, manned or not. Returning to the Space Center then reloading the vessel will correct the problem, but more often than not I get a bugged Space Center when I do this and need to reload the game. And when I reload the game I often get duplicate vessels I need to delete before flying. -
Now-defunct-thread-that-should-not-appear-in-google-search.
NotCoach replied to Cilph's topic in KSP1 Mod Releases
They both might be right. Dewin might have determined at least one circumstance under which this bug occurs, and Peppe might have found a way to prevent the the bug from occurring. -
MechJeb has SMA in there, it just isn't a default display. You can find it in the window editor. I personally don't like having to worry about drifting satellites in a network, so I use Hyperedit to fine tune orbits after placing satellties, and adjust them again later if necessary. I don't think this is unrealistic because these are unmanned vehicles controlled from mission control. Those damn kerbals have do some work themselves while I'm busy elsewhere.
-
What DON'T we want in KSP?
NotCoach replied to Deathsoul097's topic in KSP1 Suggestions & Development Discussion
Perhaps instead of thinking what we don't want we think about ease of manipulation of the tech tree and parts allowed. That way everyone can tailor the game to suit their desires. And with multi-player now an official goal this concept would fit right in as people tailor their multi-player servers to fit what those playing on it want. We need variety and manipulation, not restriction. Another very popular sandbox game we all know of is very popular because people can create the kind of world they want to play in, not because it restricts how people may play. KSP needs to go down the same path. -
If you'll notice he has 2 vehicles in that picture. I'm betting that's how he created symmetry in his launch vehicle.
-
How to make other solar systems possible
NotCoach replied to Bothersome's topic in KSP1 Suggestions & Development Discussion
I think it would be much easier to just simply segregate systems. When you leave one it unloads, and when you enter one it loads. Stargates kind moves away from what this game is supposed to be by a large margin. Instead when you leave a system a timer starts for when your ship will arrive in the next system. And you can have an option of staying behind in the system your leaving, and just sending your ship on its way with notification for when it arrives in the new system, which you would load separately. Low level stuff in all systems can continue to be updated without having those systems actually loaded. -
Stop Making Science Grindy
NotCoach replied to NotCoach's topic in KSP1 Suggestions & Development Discussion
This is pretty much what I'm saying. Next time I'll hire you to ghost write for me. -
Stop Making Science Grindy
NotCoach replied to NotCoach's topic in KSP1 Suggestions & Development Discussion
But it won't stay this way. Someday all bodies will have multiple biomes and they will start balancing career mode. And I can already see the grinding on the wall. I think multiple biomes are fun, and I balance the career tree myself so I don't max everything on day one, but I think having to revisit every single biome multiple times to max science in that biome is just too much. -
Stop Making Science Grindy
NotCoach replied to NotCoach's topic in KSP1 Suggestions & Development Discussion
Agreed. No, I get it. I played years of MMOs. Grind is lazy garbage. Experiencing the game should be any developers goal. I don't think you understand what I am saying. The point is not to unlock everything instantly, but to not do repetitive tasks just because that's the lazy man's solution to content. -
Stop Making Science Grindy
NotCoach replied to NotCoach's topic in KSP1 Suggestions & Development Discussion
Where did I post that? -
Stop Making Science Grindy
NotCoach replied to NotCoach's topic in KSP1 Suggestions & Development Discussion
I agree there needs to be incentive to return kerbals to Kerbin, but I don't think the current implementation is the proper way. Perhaps limit the amount of science obtainable to 50% through transmission (without doing the same experiments multiple times in the same biome), and give the other 50% on a successful return of kerbals to Kerbin who did the science. And there should be an entirely different mechanic for incentivising returning to the same biome multiple times, in my view. And it should be a resource based reason. Exotic resources needed for advanced equipment only obtainable in these biomes. Yes, I know they said they are abandoning resource farming, but this is the suggestion forum after all. I suggest they are wrong to do so. -
Stop Making Science Grindy
NotCoach replied to NotCoach's topic in KSP1 Suggestions & Development Discussion
Well, yeah. The idea is to expand exploration, not make people hit the same biome repeatedly. Going to the same place over and over again is the definition of grinding. Being forced to move on to Duna or Eve to obtain more science is exploration expansion. Edit: I want to expand on this and point out that I have done in my own career exactly what I am suggesting here. I inflated the prices of all tech nodes considerably, and it isn't grindy. I plan and complete missions to specific biomes, and move on. The idea is that only a lab can process the data and samples off of Kerbin. -
Stop Making Science Grindy
NotCoach replied to NotCoach's topic in KSP1 Suggestions & Development Discussion
There is no way 0.22 was more grindy. So I sit somewhere and transmit repeatedly for 5 minutes. That's nothing like the pitiful transmist returns we get now. Playing stock requires multiple missions to get 100% of the science. How is that less grindy than transmission spam that lasts only 5 or 10 minutes? There are certainly some balance issues that need to be addressed in what I'm suggesting, but I refuse to do a million missions to the same place to get all the science. Especially when there are multiple biomes. The lab, in its current form, is just simply garbage, period. For myself making it a requirement for even being able to transmit science is the only way to make it useful. But the amount transmittable has to be 100% or near 100%, which I make it with a config change. My main point though is that the approach is all wrong. Don't require grinding for science at the same locales, but make everything more expensive instead. -
Do you waste Science by transmitting?
NotCoach replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
No. (filler for minimum character requirements) -
If your space program was a song, what would it be?
NotCoach replied to mangekyou-sama's topic in The Lounge
Perhaps I'm too old, but it surprises me no one said this song: https://www.youtube.com/watch?v=xcyuKUtgyZ8 -
The new lab is awful in its current configuration. I prefer the 2.2 science method to this rusty mobile home sitting on blocks that serves no real purpose other than frustrating myself. Instead of grinding out the same science over and over (visiting same location multiple times), make everything more expensive. Give all science possible on the first go round, and allow transmission only through a science lab with 100% transmission. I personally refuse to play the game in the current stock way and have changed configs to allow the above suggestions (I pretend I can only transmit science through a lab). Again, the balance is to make things more expensive, not turn career mode into an MMO style grindfest that numbs the brain.
-
Now-defunct-thread-that-should-not-appear-in-google-search.
NotCoach replied to Cilph's topic in KSP1 Mod Releases
KSP Interstellar has a 3.75m one. RT2 does not recognize any modded command units, though. You'll have to add them to the Squad probes config if you want them to work like remote control command units. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
NotCoach replied to Firov's topic in KSP1 Mod Releases
Can I make it have a hot pot of coffee waiting for me after rendezvous and docking? -
Now-defunct-thread-that-should-not-appear-in-google-search.
NotCoach replied to Cilph's topic in KSP1 Mod Releases
That's intentional. You can't change anything on your craft unless you have local control. You must plan accordingly to maintain communication on all unmanned craft. -
Now-defunct-thread-that-should-not-appear-in-google-search.
NotCoach replied to Cilph's topic in KSP1 Mod Releases
Dish to dish really should be reserved for communication between bodies, not around bodies. Only Jool and Kerbol need dish to dish around themselves. Every other body omnis can be used for easy communication. For example, once you establish a link back to any one satellite around Kerbin communication to mission control is automatically established as long as the satellites orbiting Kerbin all have omnis and line of sight to each other. And kerbosynchronous orbit is not required for this. You only need 3 satellites 120 degrees apart from each other at a minimum orbit of 600+ kilometers (radius of Kerbin). I suggest at least twice that orbital altitude due to it being impossible to establsih absolutely perfect orbits. Some maths that might help: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Satellite_Coverage