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Everything posted by monstah
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I played with TAC for some time too, and I can agree that the simpleness of a single resource trumps the micromanagement of three, even if they're as obvious as air, food and water.
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Been thinking more about this. There should be incentives for exploring. Late game, incentives are (AFAIK) Ore hotspots and Funds for more rockets. Funds can be acquired indirectly by selling Science, which is itself an early game incentive. That and the satisfaction of seeing something you made grow and evolve ('depth over breadth'). Let me muse on that for a while (if you'll indulge me). Prerequisite: having scanned a body Objective: perform orbital measurements (temperature, gravioli, etc.) Same old 'perform experiments in space over ...', but include in the description a mention of 'possible measured ore hotspots' for continuity Prerequisite: having performed orbital experiments in a scanned body Objective: land something with wheels and some sensors on a specified location, generated below one of the places where orbital measurement was made Again, mention the place by name. Enforce continuity, describe it as a follow-up on the most promising spot Prerequisite: having a rover with a Surface Ore Scanner landed in the vicinity of a 'promising spot' Objective: Have your rover activate its scanner in specified places around the landing site. Ask for some sensor readings at those places, too. Now we begin reaping what we sowed: this contract might give massive rep, massive science, or, my favourite, spawn an absurdly high concentration ore hotspot in one of the sites That's the basic logic I think of: use the history of achieved contracts and their waypoints to generate new contracts in the vicinity; reward player with Resources (Science, Funds, Ore, rare resource from Community Resource Pack...). Other options include: -new orbital experiments on the same place, as new experiment parts are unlocked -landing scientists on specified places; taking samples, having them stay there for X time -low orbit crew reports of potential landing sites -landing a lab in promising hotspots The key here is: build upon previous achievements, escalate rewards, and always mention previous achievements to give a sense of growth. Oh, for that to work, there's also the premise that the descriptions are actually something you'll want to read, not walls of gibberish text Talking about which, I am very sorry to use bold, italics and underline in the same post. I tried to make it better, but it seemed the best way to get my idea across...
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Yeah, sorry, should have elaborated (there's two mods in the same link? Silly me). It's the partUpgrades mod: it allows you to add a module to any part, and in said module you tell that part to change it's characteristics based on unlocking tech. So, for example, you can have Reliants that get lighter when you research some further node; gimbal might not come instantly with Swivels, but might need unlocking a node which will enable it in every engine featuring it. The change can be configured to affect already operating hardware, or only newly built ones. The mod itself is mostly framework, needing cfg's to exert change (few examples come bundled). Or, in your case, a node might unlock "pinball machines" (purely descriptive text), which in practice means some habitational parts get a bump in ther home scores (you can even change the part's description text in the VAB to reflect the upgrade) - - - Updated - - - jup, it is. I feel wonky whenever I see mention of IRC. Seems so 90's to me! - - - Updated - - - Elaborating further on partUpgrades: since it's a dependency, I'd make optional MM patches for it. Personally, I'd start with tech that's inferior to what a player without such mod would have; then I'd give it a bump to whatever the "default" (i.e., partUpgrade-less) values would be, and a final upgrade that's just slightly superior to what your original intended balance was (to give players that chose the challenge just a bit of a reward)
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Which reminds me, ever played this mod? Have the descriptions of upgrades include things such as "pinball machines", "Quark's bar" and "tolerable temperature control", and volià! Even without such silliness, it's a really cool mod that should be used more. Well, he never said Kerbals would die from 'homesickness', only that 'bad things would happen' Since it's two parallel mechanics, food and shelter, I'd suppose even with CausesDeath turned on, they'd die from hunger, but only mutiny from being bored. Music to my ears!
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Signed to your channel last night (and played KSP while it played on AppleTV), mellow indeed. I also agree with first comment, Nassault's videos are great for this (I didn't know them before, watched yesterday for the first time). There was also a video I watched once, but can't remember the author or title. I think it was "Bob". It's a plot where Kerbin turns into a white dwarf, and Jeb and Bob come up with a plan to nuke Jool into a new sun using a NERVA as catalyst. That was sweet.
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Banned for considering a life outside of KSP.
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Great explanation, RoverDude. I'm completely okay with your setup and it's implications, and of the use of the word "Watney'd". Looking forward to it! - - - Updated - - - Say, the presence of oxygen in the atmosphere, for example.
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This wording is confusing. Better and roomier habs increase home sickness? Give them 'alone' time for what, if the number doesn't go down? Is it possible you mixed both factors in your explanation? In any case, this sounds promising.
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[1.6.1] Soundtrack Editor 4.6 (2019-01-28)
monstah replied to pizzaoverhead's topic in KSP1 Mod Releases
Hey, pizza, why is this one not on Kerbalstuff CKAN?- 779 replies
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KER can read your latitude, right? Keep an eye on it; if it's negative, point south, if it's positive, point north. Wait until it approaches zero, and fire then, until your inclination is as close to zero as you want (or until you wandered far away from the equator, in which case you point to the opposite direction and repeat the process in the opposite hemisphere).
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I can certainly relate to that feeling.
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Very selective of part mods, otherwise as many as I can
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You can set the conduction factor way down on the debug menu; it's conduction that leads the runaway process usually. If your ship is already hot and you want to cool it down, you can turn radiative factor way up, wait some time and turn it back down. Or leave it up, tho I suspect ships close to Kerbol will heat faster this way.
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True anomaly (ν) is the angle centered on primary (orbited body), from periapsis to position orbiting body (satellite). It is easily calculated from Eccentric anomaly (E), which in turn is calculated from Mean anomaly (M), which is linear on time. The thing is, the equation that relates M and E (M = E - e*sin(E), where e is eccentricity) can't be solved for E. It is usually either approximated by a sine series or calculated by iteration, say, with Newton's method. The sine series is pretty inaccurate when e is not "very small", and I'd say in KSP e is almost never "very small". Newton's method is safer, but I'm not sure calculating something by iteration, for every vessel/celestial body, for every frame, is the best way. Does anyone know it KSP takes a third way out that I don't know of, or if it brute forces Newton?
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Not "properly balanced" yet, but here's what I've been using this far: //---------------------------------------------------------------- //Supplies to pods @PART[*]:HAS[!RESOURCE[Supplies],#CrewCapacity[>0]]:BEFORE[USILifeSupport] { supplyMult = #$/CrewCapacity$ baseSupplyAmount = 1.08 baseMulchAmount = 0.216 } @PART[*]:HAS[#supplyMult[*],@MODULE[ModuleCommand],#vesselType[Ship]]:BEFORE[USILifeSupport] { @supplyMult != 2 @supplyMult *= 10 } @PART[*]:HAS[#supplyMult[*],@MODULE[ModuleCommand],#vesselType[Lander]]:BEFORE[USILifeSupport] { @supplyMult != 2 @supplyMult *= 2 } @PART[*]:HAS[#supplyMult[*],@MODULE[ModuleCommand],#vesselType[Rover]]:BEFORE[USILifeSupport] //in stock, that's the external seat { @supplyMult != 2 @supplyMult *= 1 } @PART[*]:HAS[#supplyMult[*],!MODULE[ModuleCommand]]:BEFORE[USILifeSupport] { @supplyMult != 1 @supplyMult *= 35 } @PART[*]:HAS[#supplyMult[*],!RESOURCE[Supplies]]:FOR[USILifeSupport] { RESOURCE { name = Supplies amount = #$/supplyMult$ maxAmount = #$/supplyMult$ @amount *= #$/baseSupplyAmount$ @maxAmount *= #$/baseSupplyAmount$ } } @PART[*]:HAS[#supplyMult[*],!RESOURCE[Mulch]]:FOR[USILifeSupport] { RESOURCE { name = Mulch amount = 0 maxAmount = #$/supplyMult$ @maxAmount *= #$/baseMulchAmount$ } } @PART[*]:HAS[#supplyMult[*]]:FINAL { !supplyMult = DELETE !baseSupplyAmount = DELETE !baseMulchAmount = DELETE } I worked on the premise that duration intended for missions scaled on crew size, which then multiplied by crew size to determine total amounts, with the power varying on part type.
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Massive overheating while drifting in space
monstah replied to PFCoffey's topic in KSP1 Gameplay Questions and Tutorials
Yeah, if it's the overheating bug, physical timewarping is your enemy. And normal timewarp, too. Ships tend to blow up when coming back from it. What I'll do sometimes is enable "ignore max temp", and turn it back off just for reentries and nuke burns. -
When new Horizons passed Pluto, there was some talk of adding it to RSS (if I remember correctly), and not only someone got to ninja me in a MiGo reference, it was sadly also largely unnoticed Well, if french movies tell anything on that matter, it's that your culture has been far more accepting of the human body and sexuality than, say Hollywood, for quite some time. Which makes my head hurt when I think of Brazil. Ever seen that Simpsons episode where they come here? It's awfully prejudiced and thriving on bad and false stereotypes... EXCEPT for the naked women on television. And the fact we use really tiny bathing suits (well, not me. I'm a rocker dude, I wear black and a leather jacket every day, and it's HOT here). We're really comfortable as a culture exposing our bodies, but we don't tolerate talking publicly about sexuality, and homophobia is rampant here (again, count me out). Makes no sense and is really sad. But lets not turn an otherwise really interesting topic into my sad rantings and go back on topic. Never read it, but anything with such obcene amount of figures of speech that deserves an MA is probably fascinating.
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Massive overheating while drifting in space
monstah replied to PFCoffey's topic in KSP1 Gameplay Questions and Tutorials
You can also, on the Debug Menu>Physics>Thermo tab, turn Conduction factor down from 20 to somewhere closer to 1. It helps a lot preventing it from happening, in my experience (got that idea from the FAR thread). Also, to dissipate faster, you can crank up Radiative factor in the same debug tab.