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Razorforce7

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Everything posted by Razorforce7

  1. Drinking old coffee at the ksc while raging to Bill that he should fix the coffee machine.
  2. What about the following scenario. A real time universe! Just don't have any time warp at all. Just have a single savegame with 1x normal time rate. Basically your sharing a server with up to xx amount of players and everything you do is in real time. Have a secondary app that you can access at all times using your smartphone with which you can track your own vessels. It will list details about your current vessels, their orbits, speed and other ballistic properties. One of which is the time to get from where your now to your target which is i.e. the Mun's periapsis. If it is 2 hours you know you will have to get in front of your computer before the 2 hour are up to execute a next maneuver in order to not overshoot. Obviously you'll choose to limit yourself to the Kerbin system as you wont want to wait for longer distance travels. But I still think this is a good idea. It could turn the Kerbin system into a cooperative and dynamic system. And you'll have to keep logging in over the week to further progress with your buddies.
  3. Kerbol system boring? When did this happen? I still play stock regularly and I play this game since v0.23. Getting to places may be easy for you, but not for everyone. I also don't think you went to moho, eelo and back in a single stage, or recover everything for such a mission. Or did it with srb's only. Or build a fuel station around moho, or took 100 Kerbals there and back. I don't get it why people suggest something for the stock game when there are already mods out there that do this. Why ask a team of a few dozen to develop something that takes months to program if it is already available for download? Interstellar travel also doesn't belong in ksp. For that you need exotic propulsion methods. All the arguments about making it a binary star system to shorten the distances or add a warp drive to the game is just a excuse to validate this idea. Which is futile, because the thing is, interstellar travel requires technologies from a whole different era. It would be like adding sub machines guns to a medieval fighting game. Nobody will go for this, trust me, like I said, it is futile. And the thing with warp drive is that it is without challenge. It is basically a space/timewarp device, and it would be a form of near instant transport. It would only involve childish point in the right direction maneuvring. This would completely render the difficulty challenges of building and piloting utterly useless. It surprised me that you even have the nerve to suggest this knowing full well that this will never get approved for the stock game. I'd be shocked if you say you don't And I only say this with my current tone because this foolish idea has been going around for alot longer. And everytime theres a new one who doens't realize that interstellar travel and warp drives are not part of KSP. It's the same way why you buy lego bricks and not duplo ones to finish your lego project. One doesn't fit the other.
  4. Stop living in the future and get back to v1.2.2. It usually takes atleast some time until most major mods have updated, especially since they have other dependencies. Many of them will work straight out of the box, a majority will be updated the next day. Then there are still a noticeable amount of mods that get updated within a month or two. And a few mods never get updated. There are actually still a few mods out there that only work for v1.1.3 of ksp or even earlier versions. So I even have a downgraded version of ksp for such specific mods. The v1.2.9 version is only there for 1 reason. For players to beta test the version so they can give feedback to the developers. Although you can also just play stock without mods.
  5. All real life rockets have names of greek, roman gods/words or other divine mythological fellas. Of real life rockets the dragon capsule is part of mankind its first reusable space transport system. How absolutely unfitting would it be then to name if after Jebediah instead of a supposed super deity from the past. Finally after decades of hard work we came up with a reusable pod, more modern and high tech then all the other crew capsules before it. And you want to name it Jebediah Kerman? A pixelated green goblin that smiles as if hes on nitrous oxide 24/7. A fella that is probably the most tortured and mortally abused kerbal out there considering how often this guy died and survived re-entry and such. I mean how far has humanity sunk? To idolize a green computer animated goblin to be praised over greater names such as Atlas or Apollo. Is that the same mentality that makes you buy a ticket to watch Madonna live or something?
  6. We have multiple parts selection (legos) instead of a 1 procedural part per part type to serve construction complexity. The fun in having more different parts (lego pieces) is that it enforces a universal construction challenge. The extend of your vessels size, performance or other specifications is determined on your construction skill. Or otherwise said, how well you can puzzle with all the available parts. For some people that is reason to be annoyed and go online to ask for a easy procedural part solution. For many people however which includes myself it would brake the challenge of construction difficulty. Procedural parts would make that construction challenge far easier, all the way up to the point where every user created vessel will be a uniform procedurally re scaled lookalike. Procedural parts is good for one thing and one thing only, Real solar system! A setting where you'll likely need engines and fuel tanks larger then in any of the rocket packs available. Or it is handy to create user defined fuel tank volumes to serve maximum efficiency. My argument is that procedural parts in stock would be damaging to gameplay, not enhance it. If procedural parts give you more freedom to create larger and more complex vessels then it is a extension of ksp. The stock parts decides the balance. If you don't like that balance you can get your ass of the couch and download it procedural parts as a mod, taking away as much time as a very short bathroom stop. If the argument is part count then youtube confirms you can get everywhere in the solar system and back again for around 300-400 parts. Unless you run ksp on a roasted potato it should handle it. If performance does annoy you then just turn a blind eye for the first 60 seconds during launch in which you'll have to deal with 300+ parts and your framerate is stuttering.
  7. @DrLicorSchönes fräulein But really, what the *bleep* Must be from a horny nationalistic vienesse painter that happens to play ksp during free time. Who is the author of that?
  8. The thing is I'm playing RSS and I'm using a very large 1st stage with 32 Merlin engines. I need a engine cluster base to procedurally match the fuel tank diameter, which the particular mod I mentioned allows. Atleast I would prefer that to create a sleak design. If that doesn't exist I'll try to weld something together. But I'm not sure if I would get it to look right if I do.
  9. It can be anything. Like miffedstarfish said, screenshots help. Another alternative solution to the one provied might be to use the "no crash damage" cheat and then deactivate it once the craft settles down on the runway. This might prevent it going kaboom.
  10. lol. How corny can you get Did you had hallucinogens in your Easter breakfast or what? Yes, very. I've heard that one before. But tell me all about it. So the other Kerbals are just fearfull useless putz? Very perceptive! However, a relationship or even marriage between two co workers is against KSC policies. How do you know? My Vall just died by failing to lithobrake properly on the Mun on her 2nd mission. There is no more 'both' to speak of, meaning no Vall for Jeb to hook up with. I've had a lot more courageous events with Jeb also. Yeah, apparently. But please, explain yourself.
  11. There was once a mod called "custom clusters" in a ancient KSP version. It had a procedural cluster plate to which you could add any of your in game engines and merge it as 1 part. This heavily reduced part count due to engine count. For some reason it was discontinued, the original thread was even closed. Is there a similar functionality in another mod out there? If not, could anybody program exactly such a thing. You'll make me very happy, and others probably aswell. Thanks
  12. @DiamondGamerBR There are no mods that are updated for the pre release version so the planet packs will not work on it. Most people that use mods have the current stable release of Kerbal space program which is v.1.2.2. The mods are not updated for 1.2.9. You will have to wait for that. As others have said, we have a gas giant (Jool) and Laythe. I think KSP should be expanded with things we don't yet have. Any modification or addons to existing bodies like extra moons/planets should be serviced by mods and not be part of stock KSP.
  13. I did found a way to drive vehicles inside a cargo bay and couple them. Basically you want a vehicle with a front landing gear. The other wheels can be anything you like. Your cargo's nose must lifts up as you extend your gear. You want a Docking port jr on the floor of your cargo bay facing the ceiling (downside up) Then you want a docking port jr at the nose of your cargo vessel near the front landing gear facing the floor (upside down) Place the nosegear near the upside down Docking port of your cargo vehicle! Drive the vehicle inside the cargobay with the front landing gear extended so the nose is lifted, use the back rover wheels to accelerate. Then once both docking ports align lower the front nose gear to connect both docking ports. If it doesn't align and creates a angle between both nodes then either lower wheel base on the cargo vessel or raise the docking port inside the cargo bay. You may want to angle the docking port. Either the one on the nose of your cargo or the one at the ceiling of the cargobay floor. This way you can also couple multiple vessels if your cargo bay is long enough by adding more docking points inside the bay.
  14. I got extremely low framerate with the 0.300 version of scatterer. It has to do with a combination of KSP v1.2 running RSS/RO/RSSVE (which includes scatterer) The culprit is that RO isn't optimized for v1.2 of ksp and has issues with scatterer. However, a user on the RO thread stated that version 0.256 of scatterer does not have this performance issue. Does anybody know where I can get version 0.256? I can't find it on the Github page. If it isn't available can somebody share it with me?
  15. @DrLicor Then I guess I have always misinterpreted the real solar system installation procedure and thought that 10xKerbol was a dependency besides RSS itself. It is only now that I am made aware of it And it did indeed solve the cloud issue rep+ Although there is now a city merging itself with the KSC itself instead of a grassland. Glad the solution was this obvious. Edit: complete reinstallation solved the issue with the city merging. Now it's time to play
  16. I got the same problem as @ziporama has, no clouds. I've already read the pages on this thread. I've also read those on the EVE, scatter and RSS threads but can't find specifics. I've done exactly as is told on each addon page. I got the basic anycpu-Eve-release environmental visual enhancements mod as is recommended for RSS installs. I run V1.2.2 of KsP. All mod versions I download were verified to work under ksp 1.2.2 I run windows 10(x64) and Ksp is also run in 64bit. Videocard drivers are up to date.. I've also added the scatterer config settings in the planetconfig.cfg concerning Earth and Mars. City lights etc etc work fine. No errors are reported in any logs. In fact everything works "perfect" Even the terrain scaling looks nice with the cities and city lights. Just no clouds. My gamedata folder tree: 10xKerbol DistantObject EnvironmentalVisualEnhancements KerbalEngineer Kopernicus ModularFlightIntegrator PlanetShine RealSolarSystem RSS-Textures RSSVE scatterer Squad TextureReplacer ModuleManager 2.7.5 I've also been mixing with different versions of EVE and scatterer to see if there is a magic combo. Somebody said it works out of the box by installing all the newest versions of all the required mods. Some users end up with no clouds, some end up with clouds. So I was wondering if it is caused by specific videocards or missing operating software. I got geforce GTX 650 TI.
  17. Got KSP v1.2.2 obviously. I've been reading the last 10 pages to look for my answer, so sorry if it is already mentioned. I'm sure nobody expects me to read 100+ pages lol. What visual mods are compatible with RSS? If i.e. "EVE" works in stock kerbin system does it automatically work in RSS aswell? I also found a workaround to get the KSPRC mod to work in the stock kerbin system since it's not optimized for v1.2.2. Would KSPRC then also work with RSS installed? Do visual mods even look nice in the real solar system? Obviously I've seen RSS videos that clearly show visual mods. I'm sure I've seen eve and scatterer. But I wonder if they work straight out of the box or not or whether I have to put in manual labor to get it to work right. Any specific direction within this thread or other threads that will help me learn what I need to know? What visual mods have you installed on your RSS? Any pics that I might be enticed with? can be direct links or albums if you don't want to litter them in this thread.
  18. KSP should not have a Delta-V readout. To me this would be 1 of 1000 minor things that could be added to KSP that can be suggested, but isn't absolutely necessary to have. Having been around this community for some time I learned that KSP is a barebone platform. It gives you exactly what you need to work with while keeping system requirements low. My point is that if you start with a Delta-V readout you'll soon have more system and navigational aids added to the vanilla game. Something that will cripple KSP since it loads everything directly into RAM, which is stupid btw. And since it's not to difficult to download a megabyte or two even with 64kbps in the sahara dessert I see no reason to make it more available by adding it to stock KSP.
  19. This statement makes me wonder why these tankards at those beer fests have 1 gallon jugs that they gobble up in one go and don't die. In fact, in there it is the sport to drink as much liquid as possible. So if this kidney failure is supposed to happen due to excess drinking then it is at such places. I admit that only the very hardcore acloholist do this but these characters exist make no mistake. And we should also take into account the dehydration due to the alcohol itself. Drinking events like that are quite common. I just wonder if they don't leave excess hydration out at the autopsy when somebody died of supposed alcohol poisoning, although that's pretty difficult to do with beer. Since alcohol converts into sugar your intake should be limited to a minumum, preferably stop booze altogether ofcourse. Although I must admit that I still like the taste of beer from time to time.
  20. Thanks, I had missed it since I entered the Kerbal universe. Good to know:)
  21. Would there be a actual gain if you were to build this on Earth with the following scenario. Make a solid construction with Mount Everest as it's base and tower the railgun to about 36.000 feet or something (much higher if possible). This is very, very bold I know, don't get into engineering details, just the theoretical gain please. Then shoot a 1stage rocket on this rails and let it climb on the slope of the Mount everest or something with as much speed as the stage can bare (3000, 4000!?mph maybe?) This way we will be able to drastically lower the launch mass. Up to the point perhaps where we'll be able to launch stuff to orbit with a single stage. I'm sure we will have found better ways to get to orbit by the time such a project is even accepted let alone build. Just wondering if it would be at all usefull.
  22. Ageed, although it took me more then 3 - 4 cups Also, food is money, you can't deny that. So markets and industries have incentive to keep selling. And if sugars and fats make people buy more food, then that's what they add to them. The only thing you can do is make personal decisions and when you do those markets will change with it.
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