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Taribu

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Everything posted by Taribu

  1. Wait a minute, @WaveFunctionP , didn't you release an experimental fix for KSPI for 0.24.2 earlier? I am searching and searching but i'm failing to find it again. I have just one question: And are you planning on re-releasing it? There're a lot of people who'd like that, even if it's buggy. Edit: Just found it :)
  2. I'm sure that i am not the first one here who's not that happy with the changes, i just wanted to say that i've done a quick test and came to the conclusion that i prefer the original stats. Things surely got a lot simpler, but i enjoyed the complexity. I want this to be helpful criticism; so i want to be a little more concrete: Con: - I haven't gone into detail, but is Helium-3 gone? Couldn't find any tanks. I always powered my fusion reactors using Helium-3. And Tritium doesn't decay anymore. I've build a 2 megaton station only for the purpose of producing helium-3 through tritium decay; i can't do such things anymore. - Fractal has put so much stress on getting the math for the reactors right(I am not implying that you did things wrong! In fact you did a great job at bringing balance to KSPI). For example, the core temp of the large reactor changed from 15513 to simply 8000. What my point is: All reactors where special in Fractals version, and they were unique. Now there are pretty much all the same but with slightly scaled stats/fuel consumptions. -The inertial fusion reactors are gone. Now theres only one type of fusion reactor, which again takes the complexity away. Pro: - The inline warp drive looks freaking awesome. - More balance. - Glowing radiators look great - i don't care about realism if it's only about aesthetics. Neural: -Things got simpler. I know this version is titled with "Lite" so the changes are absolutely acceptable and i really appreciate the work you have done to keep interstellar alive. I'd just really like it if you or anyone else thinks about working on a original-like successor/update of KSPI
  3. I think that is "hard-coded" within the dll, so no But wait, this gave me an idea. If it was possible to plot any warp-speed you want (measured in m/s or alternatively c), and if it was possible to keep the ships orientation while on timewarp + warp(engine), shouldn't it be possible to orbit a body no matter what (actual) velocity you have (as long as you can power your warp-drive) ? This would be an interesting feature i think. But maybe a little OP.
  4. Wait no gravity turn? So you want to move in a straight line towards the mun's surface? Watch this video: Another way to go "straight towards the moon without going in circles": Not sure if this is correct, but i do it this way: Imagine you are in an circular orbit. Usually the best time to make a hohman transfer to the moon is when the target-vector (moon) matches up with your velocity vector. Now, while on the launchpad, timewarp until you reach that time (When the target vector is 90° east of the "up"-vector, maybe a little earlier). Now do a standart launch, the same as usual, but instead of heading for a circular orbit, try to move your velocity-vector towards the target vector and just burn towards the moon. Keep an eye on the orbit view, you should get an encounter. If you can eyeball the way you have to burn to go for a collision course, keep the engines running and do it, else make a maneuver node. This way you should go straight towards the surface of the moon, with no unnecessary "going in circles" But it still includes gravity turns :/
  5. I thought i'd just quickly try your pack out (all three systems together)... it turned out to be a 6+ hour gaming session. I planned dropping a small ~200kg unmanned lander on Lynx(? the moon with atmosphere. I hoped to see some small seas, like the ones on the RL Titan), it was fun, and i decided to use the ~2000m/s remaining delta-v (RTG Powered probe with an Ion engine) in the main probe to tour the other planets/moons in your pack. I visited Jool (+ Tylo flyby) Hercules, Titan, Hypatos (+Vela Flyby) and had 5 other Moon(Only moons you created) flybys in total. That probe spent so much time in space, the timer was showing me a negative number (guess the timer got to its bit-limit). Here's a picture for you of my probe on its way to the Vela-Flyby. You can see all the celestial bodies you created on this image (except Titan, it should be somewhere left). Those two big bright stars left and right of Vela are Jool(left) and Hercules ("Distant Object Enhancement" Mod) First time in month since i had so much fun in KSP. Most. Favourite. Planet Pack. Ever.
  6. I've seen that the Interstellar Mod now actually enables acceleration while on-rails, using solar sails. I havn't had a look at the source yet (and didn't try the solar sail yet) , but couldn't the same method be used to add this orbital decay (due drag for example) to the game? +Edit But i agree that a change like this is not that stockalike.
  7. I think this is a wonderfull idea. I had similar thoughts about this. The thing I would change is that "refurbish" thing - i think every part that lands safely on the ground, for example used tanks equipped with parachutes, should automatically show up in the VSB. And if you are building a vehicle, you have the choice to use recovered parts, similar to how you use subassemblies. This gives you the ability to combine recovered assemblies or add new parts to recovered assemblies/ships. This also enables you to use different and new payloads in recovered vehicles, for example shuttles. The problem that parts(like empty tanks) unload in 2.3 km distance could be solved with a "speculative" algorithm, for example if you ditch a part while in an suborbital trajectory(Or if you "push" the periapsis of that part inside the atmosphere with sepatrons), the game automatically looks for activated parachutes on that part and checks if that part could land savely with its mass/drag(parachute) ratio. So the game can automatically recover the part after a certain time, even if that part is unloaded at that point.
  8. I think we need a Duna-sized "Hot Desert". Maybe below Eve's orbit or even a moon of Eve (a little smaller in that case, btw, i think Eve needs way more moons - it's so heavy). It could look like Duna, but not red(instead sand-coloured), with brownish Mountains sticking out of the sand. Not sure if it should have an atmosphere or not, maybe a thin one. And, if KSP includes Weather (like rain) someday, i'd recommend a small, dusty and dark (black) Moon, color comparable to Ike(but a little smaller than ike), with a thick Athmosphere but with Mountains almost sticking out of that Athmosphere. Maybe it should be located within the rings of GP2 (or in a low Eve orbit, maybe only one to three Million meters) , that could explain the thick atmosphere despite the low gravity. Between the many high mountains should be very deep valleys with canyons and stuff, with an atmosphere getting dustier and dustier, so dusty that the sunlight cannot reach the ground. Those valleys should be quite rainy, in a way that "ponds"(very large but only ~1 m deep, maybe flatter so that a kerbal can walk through it) are formed, filled with a mysterious muddy/black liquid. And finally i'd suggest putting another dwarf-planet in the future asteroid belt, a Ceres-like planet near Dres' orbit. The orbits should be set in a way that ensures that from time to time both (dwarf-)Planets get so close to each other, that you can see Dres from the ground of Ceres, or the other way round. Maybe they even intercept each other, making the Planets "exchange" their orbits.
  9. I'm building a Duna-Plane which has to be able to reach low Duna-Orbit from Duna-ground (planning a little base+station there), and I tried more or less every type of radiator. But i forgot that i'm in carreer mode now, i havn't played in that mode until 0.23. So i have to upgrade those radiators, and i guess two small unupgraded deployables wont cool 4 1.25m fission reactors sufficiently :/ (especially when they're retracted...). I'll just try it with more radiators. But this heat issue really got a serious problem when my Dres-Ship started overheating on the way home. I had two small Solar Panels (1x6) and one small deployable radiator :/ I'm pretty sure I've installed KSPI correctly. But until i got everything working I installed, deleted and reinstalled (installed, deleted...) quite a few mods. I'll just redownload+reinstall everything then, and start over with a nice and clean game directory. Guess it will work then. Can't wait to see the next version of KSPI! Thank you guys!
  10. Hey guys, sorry to bother you with another problem. I've been using KSPI for quite a time now, and after upgrading to KSP 0.23 I updated KSPI and installed B9. I'm having problems with the thermal turbojets - they work fine, but they make very strange noises(It switches between jet engine and rocket engine sounds randomly) and everything lags ridiculously (I'm still having a green timer). Thats all, strange noises and lags. Nothing fatal. Another problem is the waste heat. No matter how many radiators i put on, wasteheat levels still rise until all the generators shut down (Or the solar cells retract). Until now it's still not that fatal, but annoying. Anyone knows what's going on? Other mods i've installed are FAR, Kerbal Alarm Clock, Kerbal Engineer, KWR, B9, Kerbal Joint Reinforcement and KAS.
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