#KSRe
1 messages · Page 4 of 1
rough
yea if u got the "launch a vessel with 4 wheels" mission its not supposed to be there
whats the keybind for hot swapping vehicles?
oh
yeah i got that
[ and ]
but u got the boat at the docks?
thats weird
id say check if the mod is installed but it must be if u got the boat
anyway somehow the description must have bugged out, u need to find the beach for that mission
why does it say tier 1 unlocked every research D:
also whats PAL 5000? it gives nothing
its a software upgrade
wot
what do
helps u figure out when parts are being damaged
ah
can u check that the mod got installed to the right directory
idk how else this might occur, unless u got the old version of redux
did u get that 1
beta 4 hotfix 1
.101444-internal?
nop u on the old 1
its 101642 or something
so ya the mod will work but some text fields will be wrong
hmm can see why i made parachutes so simple
the math is pretty complex
still the damage formula is noob
they should implement KSRe as a difficulty and jsut call it "Pain"
one is "Realism" the other is "Realistic Rocket Science"
im still surprised the realism puritans havent made their own version
bc ksre isnt realistic enough :p
randomized welding
i like this idea
never thought of simulating weak joints
return of the wobbly rockets
nonononono
ye working on it rn

ill improve the parachute formula at least
cant make it perfect rn
need another bugfix update
i mean the mitigation is to just use two chutes for redundancy
and only deploy the second one if the first one fails
30 chutes
if the first fails deploy 2
if the second fails deploy 3
repeat until landed or out of chutes
if out of chutes before landed, choose funeral flowers
ya
sunny why do i spawn 20000 feet above the ground (hyperbole) on the launch pad?
thats the crane
for airborne launches it just drops u
i just havent moved the crane into position yet
better fix that for the next update actually
but yea its just until the ksc upgrades to the full launch pad
what could possibly be at science level 8 when stuff from 3 base is in level 2
whats this button do btw
where is that
toggles radiators
it was vehicle controls
the normal launchpad is randomly here now?
oh ok
once i add funds u can probably spend money to make them happen
or something, idk yet
just dont have any way to make it interactive rn
struggles to do mission without rocket engine
s e p r a t r o n en masse
lag is getting bad though likely from that issue
might have to restart
i just restarted my save, the normal Kerbal Space Center is here and my mouse scroll zoom is inverted?
wait zoom fixed itself
alright i gotta uninstall it because for some reason its duplicating everything in the VAB
and i dont think its a redux issue?
ok
idk what duplicating everything means tho
happy to attempt to fix the bug but i'd need a bit more detail
at least u got to play for a while
dunno why the icons arent loading
but its a start
GameManager.Instance.Assets.Load<Sprite> $"{part.PartData.partName}_icon.png", s => { sprite = s; });
paige down
every time i get to delete that kerbal is a victory
so in vab parts will start getting duplicates of themselves to select from
forgot to mention that since I mostly ignored it
meaning when you select a part on left side
first legit orbit while dealing with ullage
will take a while to get used to itt
sorry i shouldve elaborated, for some reason when i made a new save it would give me the entire KSC along with also whenever i was in the vab and tried to interact with something i had spawned in just make a new copy of that item
including everything attached to it
oh okay that sounds like seperate issue from what I thought then
thats wild
can u send log?
definitely getting the idea that there's some kind of critical bug with the vab, but the effect is so varied and i don't have enough data to reproduce it yet
how did u get that through the atmosphere :p
it looks like it should be overheating lol
so what im thinking is adding a notice in the log when a part hits a threshold, like if it gets too hot add a single overheat warning
oh mann
also there are no surface samples in space :p
basically the goal is to simulate the kind of "post-crash investigation" experience where u have the black box and figure out what happened from that
the flight report fits that well i think
how am I supposed to deal with overheating though
the only thing I could think of was protecting the core with the payload but idk how I would solve the rest
fairing
it would depend on the shape and speed tho
like if u fly slowly through the lower atmosphere it would be fine
but high speed and high drag would probably overheat stuff
with that vessel i'd expect some heat damage but not destroyed
ah
anyway this amount of test data should keep me going for a while, thanks everyone for the feedback
need to do some redesign to resolve some of this, and move the diagnostic features into the flight report now
basically trying to get rid of the custom UI, so the kerbal life app will be the admin building with a full screen window
i dont think its needed in flight view
and then diagnostic app will be replaced by flight report
sounds good
hopefully the mod wasn't too challenging overall
i know there are ppl who like punishment type gameplay but thats not the goal here
its just more realism, a bit more challenge, but should always be approachable for all players
the main thing was that i didn't have an accurate estimate of how difficult the game was for ppl who unlike me dont already know the mechanics lol
so im gonna work on that now
for what it's worth, from what I've seen, I wouldn't say it's too complex, just a very different approach
but as long as you teach the players how to deal with the challenges, it should be fine
ok yea
its definitely meant to be very different
i just need better like "onboarding" or whatever
this is how u launch from a crane
this made me realise how little of my life has changed from when all i had was lego bricks
some ppl grow up and become astronauts, some dont
so the issue with part faults i think was that theres just no indication at all of them existing until late in the tech tree
once u get the pal upgrade it predicts them
compared to stuff like heating where u could at least expect it based on the flight profile
there should at least be enough data to deduce what went wrong, part of the gameplay is figuring that out
idk if my solution will be ideal yet but its a start
the problem with the diagnostic app also was that it can only display one part at a time
with the flight report it can list all parts at once but will just provide less detail on each
are there any engines that don't have minimum throttle?
but it might show up different on your wide screen
I'll test it
oh
the hypergolics or puff are recommended for that
which engines are hypergolic
oops it's stuck again
sending this repeatedly
[ERR 14:44:45.397] [General] Object reference not set to an instance of an object
at KSRe.PartComponentModule_Damage.OnStart (System.Double universalTime) [0x000a3] in <0cabc3f3f2714cb1b696919d0f42152e>:0
at KSRe.PartComponentModule_DamageEngine.OnStart (System.Double universalTime) [0x00012] in <0cabc3f3f2714cb1b696919d0f42152e>:0
at KSP.Sim.impl.PartComponent.OnStart (System.Double universalTime) [0x00124] in <e4ada4728a8b4596ba65b6467f843a60>:0
at KSP.Sim.impl.SimulationObjectModel.OnStart (System.Double universalTime) [0x0001c] in <e4ada4728a8b4596ba65b6467f843a60>:0
at KSP.Sim.impl.SimulationObjectModel.OnLateUpdate (System.Double universalTime) [0x00008] in <e4ada4728a8b4596ba65b6467f843a60>:0
at KSP.Sim.impl.UniverseModel.LateUpdateSimObjects () [0x00046] in <e4ada4728a8b4596ba65b6467f843a60>:0
at KSP.Sim.impl.SpaceSimulation.ILateUpdate.OnLateUpdate () [0x00113] in <e4ada4728a8b4596ba65b6467f843a60>:0
at KSP.Game.GameInstance.LateUpdate () [0x000ac] in <e4ada4728a8b4596ba65b6467f843a60>:0
[ERR 14:44:45.406] [Simulation] A part with Guid e504201d-f348-48cf-8c3f-1263ac2f44b0 already exists.
(btw where do things related to pal show up, I have a few upgrades and a droid part but I don't see anything even using diagnostics)
Update 0.37.3 https://spacedock.info/mod/4131/KSRe
- added autosave workspace on launch
- replaced flight report tutorials link with initial vessel parts list
- displayed part fault & vessel assembly events in flight report
- bugfixes
can u post a screen of the diagnostic app
o
nevermind can't load save now cause vessel thing again
man I must have not recovered everything before leaving
ill see if i have time today to redownload the mod and see if the issue reproduces
yup this bug is high priority thx
i may just have to actually play now to try to reproduce it on my end
there is additional log info in the latest update which may also help isolate it
I don't think so?
does this release fix the bug
?
idk
so far haven't been able to isolate it
i can fix ur save file tho if its doesnt load
oh probably same issue as me
ah
pls yes
lmk what to change so I can do it myself next time
if there's anything I can provide to help debug lmk
ill give you a list of everything that happened so if i cant hopefully you can figure it out
game starts with the entirety of KSC loaded, which shouldnt happen given how the mod starts
Placing things works completely fine in the VAB but the second you try to move something it instead copies it
my hypothesis is that it was somehow locked on CTRL + C which at one point I did press and it just never shut off?
for the save file without debris, all i could do is remove the vessel
ik its on the vessel, but thought it was debris, but this save has no debris
is there anything else I need to send
if u send the whole save i could try loading it
oo
when a loading action has an exception that prevents it from calling resolve or reject (which advances to the next one), it automatically times out and is skipped in 10 minutes
oo
it shouldn't be relied on but it is there as like a last ditch effort to still load the game if the loading is broken in some spot
ok found it i think
i almost think its worth using try catch block for loading code
tho depending on the error the game might still not work after anyway, idk
yeah, generally if a loading action is broken, the game will likely not work properly or you'll end up with a corrupted save
yup
anyways thx for the help with this
ill have the hotfix out in a bit
basically the parts startup code runs before the mod data is loaded in
okay fixed my save by waiting the 10 mins then destroying the debris lol
tbh I can easily see the game having actions that take that long with mods
oh true, after ksp loading times
nop
i havent implemented pressurized cabins yet but i'd probably have them pressurized anyway
and then a toggle to open the vent to allow air in
bc i dont wanna restrict those parts to kerbin only
man why is the performance so, so, bad in low orbit
looking away from the planet and I have 130 fps
oh wait looking away and back toward kerbin fixes the lag to an extend, and also, looking toward just water causes less leg than looking toward land
no log spam 🥀
try waiting 10 mins and see if that fixes it
sunny i have good news but also bad from a bug test POV
The KSC is properly gone and stuff doesnt duplicate
ah, yes, do I want the raven, or the raven
bugfix is in progress
there may be some weird things with research
this may fix the vab duplication bug also
I had payloads last update, now I don't have payloads unlocked
I don't think I unlocked them last tbh, they just appeared and started using them
o
my ass also forgot how payloads worked in this game lmao
this sounds like its working
wait is the apps launcher supposed to be gone from vab? No way to view missions here?
wdym?
what;s different?
just way you build em is different from first
yes
lol
wait 10 and see if u get the science back
alright
that was a joke :p
oh lmao
ah, so thats why loading is taking forever
if u wanna reduce load times, dont load in with a vessel
i gotta rewrite all my loading code
what do I do about the research lol
waittt
research I've unlocked has become locked
like ones I've def researched
aw man
unless something is really broken hmm
also another bug lol
the place-aywhere 7 doesn't respond to throttle even when it's enabled and everything
wait okay I've fixed it
so I updated the mod but for some reason the game loaded without the mod I guess?
so it borked a lot of stuff up, restarted game and now it's working
so mb
but don't know why that happened
ye
im clicking the loading screen and interacting with the VAB
oh i did that too
lol
alrighty i think the loading freeze bug is resolved
launch a vehicle with wheels
cant control it at all?
bob is quite sad at this news
leaving and getting in works
mhm mhm
u know there is actually a shopping cart class in the vab 
designed to drive for approximately half an hour down a runway if the vehicle you have cant make it to the beach from a lunchpad
class is for smoes
ill learn the hard way
namespace KSP.OAB; public class ObjectAssemblyShoppingCart
the little seat at the top reminds me so much of this lmao
oh lol i just noticed the battery banks
attempting to go to launch pad gives me infinite loading 
yup hotfix will be up in a sec
oh will fix that?
Wall-E solution
omg, why does it only die sometimes
when falling from the sky
my solution is Todd
epic rovers
Todd decided to have intercourse with a wall and died
restarting
Todd has made it to the beach
Todd is confused cause the mission to drive on the beach hasnt completed yet
Todd is wondering where the property line of the KSC ends and the beach begins
Todd has lost multiple wheels to the kraken
iirc sunny said it's pretty far, like 10 mins of driving at least
the KSC biome is massive
Todd is going north and almost careened into the ocean
Todd is looking at the artifical lakes and regretting his actions
Todd started with 12 wheels and is down to 7 from the kraken
make that 6
5
Todd can no longer drive
Todd is in the ocean
nvm
died before that
we are going back to a caterpillar design
his name is Cater
he has been shown the tapes of Todd
he promises not to fail (we think, we dont speak buggy)
cater died on launch
we will rebuild him and give him a second chance
we think he was nervous
this version is not so nervous
im tempted to tell u about the flight report
my wheel science?
yea
lol
the mod adds a new science system
with many new sources of science
so you can play in a more sandbox style in the campaign
like what u r doing here
you can probably go research all the wheels already
oh like it decides which science to let me research based off messing around
are all of the engines linked to rocket science
or are there like individual engine type rocket science
also a continuous bug i have is that when i launch a vehicle it just... wont bring me to it
think engine rocket science is tied to fuel they use
all of my kerbals are gone now
the first engine in each fuel type is available from generic propulsion science
the bigger ones are from the fuel type science
farming rocket science
i mean i could do that
lol
or i could be not boring
I siad I would do it yesterday lol
I feel like there should be some distant checking or something
its a valid engine test stand design
I mean I get it for part grades
damn just got 250 science
just not sure about rocket science
I love this
yeee
I could clear the whole tech tree without leaving the launchpad
lol I'm all the way up to tier 4 already
oh can u show me tier 8 btw
oogabooga
the scrolling thing almost works
right yep
prolly bc I have wide
roughly what i expected on widescreen yeh
oh I was just going to ask, what did you do with the background? since it usually only stretches up to 4
now to estimate the math
1&2 is normal 1 and so on iirc
ah
public static void UpdateTechTierCount(ref int ____tiers, ref float ____parallaxScale) {
____tiers = 8;
____parallaxScale = 0.39f;```
yeah it just shifts slightly
makes sense
tiers adds the extra tiers, parallax scale reduces the rate of background scale
*scroll
tiers = 100
8 isnt used yet, and 7 barely used
but if redux adds more bulkhead sizes that will almost fill it out
its 1 tier per bulkhead
and tier 1 is just radial / srf
still gotta figure out how to handle colonies, whether they'll have their own tech tree or if we'll just mash it all together with current vessel parts, colonies and all the interstellar parts
pray for my CPU (256 engines)
my assumption is that we're looking at like a 3x-4x increase in part count from the current number
i think having seperate trees would be wise
by the end
so yeah, I think that's the play
imagine having to go to page 4 and find one specific section of colony part you need
I can imagine having them in the same building but below the current tree, like having a button that will scroll one screen down and the colony tree would be there
it does support vertical scrolling
ok my log is error free
i think there may be a flight report bug tho if thats not displaying
does it work for anyone else?
haven't had any flight report problems since you send out 0.3.7.1
theres an issue im having where it wont switch me from VAB to launchpad
yea that may be fixed
the game initialization was being interrupted which caused a wide variety of issues
Update 0.37.4 https://spacedock.info/mod/4131/KSRe
- hotfix for save game loading issues
thanks to everyone for reporting this and sharing the save files
it was a rough bug but should be working now
awesome
u can work it out on your test stands 😛
or you could tell me 
personally i dont mind if people just spam a hundred engines on their test stand to farm science
i get that people will think its unbalanced, but i think thats part of the sandbox, if thats how you want to play
it may need balance tweaking tho
the sci fi horror experience begins
bio not appearing 💔
well there are other prerequisites for the boosters
it should tell u in the tech tree
no I'm trying to get the swivel rn
I got far enough in SRBs (I never use anything larger than a Kickback tbh)
oh right for the first one yeh
ok i understand
theres no biofuel science in that save
what's the ratio for the kerosene engines?
imagine copying my idea
RIP to your PC, hope you weren't too attached to it
the game struggles with like 10 engines 
though it may be possible that the performance hit is not as bad with solid fuel parts if there's a special case for them not needing to check fuel flow across the whole vessel
Lemme try this shit wheres the download at
idk i had some weird issues with solid boosters over liquid engines
that's a clearer name for it
@limber light wanna see something really funny i found out i could so with the sepratron method?
ofc

NASA aint got nothing on me
grass avoider 3000
balancing may be in desperate need lol
some people have negative science, some people are ready to fly to another galaxy 
idek if it was a bug or just the 80 sepratrons
okay enough messin around it's time to do an actual mission
oh no I forgot ullage motors 
yeah i dont think 80 seps could give that much science
alright let's see that craft please
flight report, log file + save file
can i find old flight logs?
I never though I would have to use ullage in KSP2 but here we are
im just glad to not have to explain what ullage means to at least 1 person
I mean hey, if you market the mod towards RP-1 enjoyers, you'll have 0 questions about it 
parts of the flight logs are stored forever it seems, i was going to start wiping them to reduce save file size
I overbuilt my LV... again
naw they can enjoy their prequel graphics
KSRe with 2.5x kerbin would go so hard...
i think it may be wise to play without KSRe for now lol
yes its roughly designed for 2.5x
my fucking Mun orbiter can escape Kerbol AND IT STILL HAS A STAGE LEFT
engine masses are still stock but fuel tanks, crew and science parts masses are more realistic
also 170k science wont unlock the whole tree, there are a lot of different prerequisites
it may be mostly useless tbh, i havent tried it yet
if its a bug id need more info to check
I gotta say holy the mod hangs so often when trying to launch in the vab idk know why it does it
I hate constantly restarting my game to fix it
is that happening for others or just me?
oooh new errors ty
i like this one ```[ERR 18:25:21.967] [Physics] Object reference not set to an instance of an object
at KSP.Modules.Module_Engine.OnCenterOfThrustQuery```
true, but just wait a bit (like 1 minute) and you can relaunch and it always works
It just hangs
[EXC 18:25:32.319] NullReferenceException: Object reference not set to an instance of an object KSP.Sim.impl.VesselComponent.OnPartBehaviourDestroyed (KSP.Messages.MessageCenterMessage msg)
nah this is a new bug
ty for sharing the log, this will help
the slow update method is only supposed to run once per second so idk how its running every frame here
was there like 8 seats on the vessel?
anyway for the next feature im looking at adding some per-part warnings to the flight report when the parts start taking damage over a threshold
so even if u dont check it and the part explodes at least there was some indication, and even if u check it constantly its still not solving the mystery entirely
just looking to find the right gameplay balance with this change
i didnt like the base game implementation with overheat indicators as they make it too easy to game the mechanic and just keep heat below the threshold
bug with the kerbals on the last update, will be fixed in next
thx for all the logs and bug reports, i think we got through enough that its roughly playable for u now
i dont normally use discord so if im not around u can still post the logs and saves etc, it just might take longer for a response
ok i made a copypasta
copypasta: this is a volunteer science project created by a disabled refugee who does not currently experience human rights. there is no active tech support phase at the moment, but most questions can be answered by documentation on the mod website. players are welcome to share game logs, save files and flight reports to support bug reports and feedback, which will be checked, but presently sit lower in the priority list than continuing to add features. feel free to enjoy the mod and have a nice day.
ill repost this regularly for visibility
well thx for not spamming the chat but u can talk lol
the artemis update added kerbal milestones
and i've figured out how to add the damage stuff into the flight report, so i'll add that next
wait what?
not everyone lives in a country with human rights, but im not here to talk about my life, im here to mod
i try to minimise discussion of it bc its not relevant to this server
im always hopeful that one day i will be able to leave this country and never return, and continue modding in peace
its pretty much impossible realistically, so for now i just continue focusing on the project
which country?
you want i send a rocket at 10 km but i have nothing for that ....
tech tree is kinda broken
moar boosters
unironically
i dont get it...
Use the separatrons
hmm ok ok thanks xD
separatrons are for separating yourself from the ground
dev update: uni is returning after holiday so the update pace is slower now. but a lot of the feedback from testing was about the part damage system being unclear in flight. to address this im working on two improvements:
- adding damage notifications to stock flight report - e.g. when a part begins overheating. the advantage of this is that the information persists even after vessel destruction, and can indicate potential causes of unexpected part explosions
- swapping the PAL diagnostic upgrades from the tech tree to a science agency (probodobodyne) in the kerbal life app. this should reduce confusion about why those techs are missing parts, and allow for a clearer interface that can better display the function of upgrages
wait am I supposed to be buying the PAL nodes?
I've been skipping them since they have no parts
yea when i implemented that system the easiest way to make progressive unlocks was using the tech tree
they are software upgrades that provide additional functions mostly in the diagnostic app, to help understand part damage sources
i'd definitely recommend at least getting the early upgrade "on edge" as it will tell you when a part is heavily damaged and about to explode
but this is meant to be a sandbox style campaign so any approach should be viable
copypasta time again
even added a link
copypasta iteration
ok the link made it too easy ill remove it next time
copypasta: this is a volunteer science project created by a disabled refugee who does not currently experience human rights. due to this there is no active tech support at the moment, but most questions are answered in the documentation on the mod website. players are still welcome to share game logs, save files and flight reports to support bug reports and feedback, which will be checked eventually, but at present sit lower in the priority list than continuing to add features. feel free to enjoy the mod and have a nice day
there we go
if any of the above is confusing i recommend googling techniques on surviving human rights violations, there's at least 1 good article by some iranians who discuss the technique of making jokes and laughing at the oppressors
human rights are the biggest joke in australia HA HA HA
HA HA
HA
🤡
hopefully thats not too off topic for the thread
are you drunk
programming would be difficult in that state
never tried it myself tho
perhaps people are merely unfamiliar with the realities of the world
im not writing up an faq for the copypasta, describing myself as a refugee would have i thought been sufficient
but if u wanna give feedback on the copypasta instead of the mod go ahead
getting back on topic a bit that might make more sense - i understand that most players think the sole purpose of something like this is for their enjoyment in their spare time, and im trying to better support that, but the goal of the person developing it has nothing to do with that
for me its science edutainment, if you just want a game to play this is probably not the best choice
good edutainment is also fun ofc but this isn't intended as a game like other games first and foremost
most games are i think purely designed to waste your time, and as much of it as possible
“⚗️p r o p e l l a n t s⛽”
— The gamified semi-realistic fuel model includes +1 propellant and +3 bipropellant combinations with accurate fuel ratios - hypergolic, cryogenic, bio fuel and liquid fuel. This supports enhanced propulsion mechanics with the main real world fuel types and use cases.
- m o n o p r o p e l l a n t
MonoPropellant is still used for RCS along with EVA jetpacks (note: auto-refill is gone). The radial MonoPropellant engine is the only engine with 100% throttle range in vacuum, providing the same functionality as stock engines. MonoPropellant retains low fuel efficiency.
- s o l i d f u e l
Solid fuel boosters retain stock functionality, providing reliable ignition in all situations with lower fuel efficiency.
⚠️ n e w m e c h a n i c s ⚠️
Engine ignition failure and combustion instability (reduced throttle range) are implemented on bipropellant engines, along with associated engine damage and ullage (higher ignition failure in zero-g). Due to these changes, Mon...
if anyone is looking for more info on the new propellant design, that should cover most of it
in short, its recommended to start with monoprop upper and solid fuel lower stages
devlog update: the planned merge of the pal upgrades into the app has been deprioritized as it allows a new upgrade design that will take longer, and before that i need to add functionality to the flight report (part and kerbal-specific stats). so i'm putting that on hold and probably looking to start working on funds instead
what i added instead is a setting to disable the PAL upgrades in exploration mode, which should fill the gap and allow newer players to try it out and see how it works first
Update 0.37.7 https://spacedock.info/mod/4131/KSRe
- added setting to toggle PAL 5000 upgrades in exploration mode
- added full agency list mode to kerbal life app
- added milestones for reaching low orbit & atmosphere
- bugfixes
Yipe hopefully its playable for me now
letting me know what makes it unplayable is the best way to ensure it but up to u
i did some testing and got through quite a few bugs at least
It really was just the game freezing up a bunch so ill see if thats fix
wdym milestones?
the freezing should be fixed yes
there was a similar issue when reverting which should also be fixed
It no longer hangs
but uh
why does launching on the launch pad put you 20 meters in the air
Update 0.37.8 https://spacedock.info/mod/4131/KSRe
- swapped pal upgrades from tech tree to steadler agency
- added launch clamps to flight report
- smaller fixes
thats the crane launcher
the ksc is still under construction at the start of exploration mode
hmm my logs are a bit too error free, and nobody is complaining
anyways i got a lot of uni work to do and not many small items left for the mod, so updates may be slow for a while
why does everything I make just break apart :(
gotta work on bigger features i think
check the docs, they are extensive
i recommend the beginner tutorial #1
but if its wheels, try repairing them 🙂
kinda cant repair them at 75m/s
Hey when you load a save with a fuel tank set to be something else like liquid fuel it doesnt remember and defaults back
alreayd been reported
How do i get the puff engine??????
I can build fully working planes now but im stuck in the atmosphere still
got the puff engine
ya seems like a v-swift bug
i recommend solid fuel lower stage + monoprop upper stage when first starting
biprop engines are more challenging
so far the overall impression im getting is that ppl are trying to use the first rover wheel for the first speed mission and its not really working
the general idea is to make u encounter the new mechanics as early as possible and have them be a small barrier like this, so i think this is fine
may need to figure out a way to convey that the impact tolerance of a wheel also sets a sort of top speed because the wheel takes damage based on those factors
i thought it would be kind of intuitive using that 20m/s wheel at those speeds, but maybe not
i could add a speed warning event i guess
ok yeah 75m/s is a lot to ask of a small wheel 😆
not impossible, but the wheel had better be well balanced and the surface butter smooth
yup the speed is based on the first rocket vehicle speed record
and they actually used rails
its a moderate challenge with the landing gear but the first rover wheel only has a top speed of 10m/s powered
iirc it was feasible with the 2nd rover wheel
devlog update: overall the mod is roughly around a version 1.0 for the state of the base game (now redux) science mode. from here i could proceed into the ksp career features or add more refinement to existing features, and i think this is better and potentially wait for redux frontier mode to develop more before adding in what used to be another mode's features
the sort of funds + contracts + part recovery mechanics are all interrellated and will take a while to get into a first iteration, i basically look for the best bang for buck in terms of gameplay value vs time taken to implement and think there might be higher value in just improving science and sandbox for now
on a practical level this means finishing life support with respiration, more damage types like drag, and more heavily modifying the flight report UI instead of using the diagnostic app
for whatever reason i never saw the potential of the flight report ui and just discovered it recently, now i'm ready to deprecate the entire diagnostic app and get everything into the stock UI
basically a modded flight report can show details on each part specifically by selecting them from the list, or the whole vessel overview as it does currently, along with details of crew by selecting them
the only reason pressurized cabins arent in the mod yet is i got stuck figuring out how to handle the ui and the flight report is i think the solution
ksp for all its flaws did have i think a better implementation of contextual part info compared to the parts manager
may have written a bit too much today, i have a uni assignment devlog and the writing just kinda continued, sry
looks like ill be snowed under with uni for a while, we have to spend more time writing about development than developing 
damn, looks like its copypasta time again
copypasta: this is a volunteer science project created by a disabled refugee who does not currently experience human rights. due to this there is no active tech support at the moment, but most questions are answered in the documentation on the mod website. players are still welcome to share game logs, save files and flight reports to support bug reports and feedback, which will be checked eventually, but at present sit lower in the priority list than continuing to add features. feel free to enjoy the mod and have a nice day
hope u enjoyed reading the copypasta as well
i think someone asked once which country im stuck in, its called "australia"
bit of an update i guess, i have to make a small game for uni, and i'm modelling a concept for ksp2 career mode (with funds) in it
so hopefully when its done at least the concept work will be ready to implement
expecting dev to be slow for a while but if u find any game breaking bugs, id appreciate the reports
fixing bugs is all i rly have time for with the mod at the moment, so i'd like to do it
sunnypunny is no longer developing it
untrue
expecting dev to be slow
they left the server
could always rejoin
probably, but I think it's fair to assume it's on pause until then
Ksre theory
What is ksre
realism
Why is it not showing up?
did sunnypunny also delete his account?
Maybe
they've left/deleted the account and then come back a couple times before, so I wouldn't consider this final