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Deathstick

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  1. Awesome mod, I'm loving the possibilities it adds to KSP versus the usual crash/fail explosions. I did end up having to modify the external command seat not to take damage, as it would become unusable when spawning in the chair from the start using the Take Command mod. I'm guessing its due to the way kerbal's physics are handled, I noticed if I jump underneath things like fuel tanks they will take damage and start leaking. I'm currently trying to solve why my airplanes keep taking damage during takeoff, usually once they reach 30 m/s with the wheels down. (Currently taking off from the first upgraded runway, maybe it still has a couple of bumps that do it in at that speed). I was wondering if there was a way to set a threshold so it doesn't keep happening on takeoffs/wheels? I tried messing around with the _flowScaling setting but that so far seems to either speed up or slow down the leaking, versus leaking starting at a specific damage level. Ideally damage wouldn't happen on takeoffs regularly unless it would of exploded normally in KSP stock. Nevertheless, great mod and thanks so much for developing it! I'm looking forward to seeing it progress [EDIT] So I ended up putting a small hardpoint between the gas tank (the small-medium one that has a crash tolerance of 6 m/s) and the wheel, and it prevented the damage during takeoff! Ha now I don't know if it's a bug or "feature"
  2. Hello all, I was wondering if anyone knew off the top of their heads if it's actually possible to add to animations to the Kerbal models and get them working in-game. I know how to animate/rig in 3D Studio Max and how generally the exporting/importing process goes for game engines (Unity/UE4), but was wondering if KSP itself has support for adding in new animations to the Kerbal EVA. I figured custom animations are possible for parts themselves judging from the mods I've seen, but I have yet to see a mod that does anything animation wise to the Kerbals. I've tried googling but haven't had any luck finding someone whose done anything related to EVA animations. Basically I'm thinking of more of an extension/interactive nature to Kerbals on EVA, starting simple with something like right clicking on the Kerbal EVA which opens the buttons as normal, but with the ability to add a button that would basically trigger a new animation for the kerbal (and probably either restrict movement for the duration of the animation, or have it be canceled out when a movement key is pressed) It would be nice to set something like this up and open some doors for EVA interactions besides flag experiments, like having little science experiment animations or fun emotes for all of you out there that like to do videos and photos. Jeb break dancing on the Mun for the win? Thanks
  3. This is more of an immersion/visual type of suggestion, but ever since I played KSP, I always thought it would be nice to see civilian kerbals gather around the launch pad before you're about to launch. Basically a mixture of the different kerbal models, some maybe in plain clothing/tourist clothing and of course a few of the engineer and scientist kerbal models we already have, gathering in a circle around the launch pad and maybe the sides of the runway. Not really sure if they'd have any "AI," but I'd imagine they'd have a few loops of animation alternating between clapping/cheering, watching, writing on a notepad (journalist type kerbal with fedora ), taking out a camera and snapping a few pictures, etc. I think it would be cool if it were somehow tied into your current level of reputation, so when you first start out maybe there's just one or two kerbals that came out to watch the show. When you have a lot of reputation, it's more of a massive crowd. If you have negative reputation, maybe a few of the kerbals come out to jeer or it's kerbals waving picket signs. -------------------------- To expand on the idea even further, perhaps certain types of upgrades to the Kerbal Space Center become unlocked once you hit a certain level of reputation, which you can then buy with credits. Things like upgradeable benches that the audience sits in to watch (Tier 0 no bench/just a dirt path with a railing, Tier 1 rusty metal benches with the railing (so some kerbals can still have standing animations/lean up against the railing in front), Tier 2 more sets of seats with a nice blue finish, etc.) And of course it would be awesome if you could unlock an actual countdown timer board that you can trigger off/set the clock. Basically a 3D model of the timer in the background by the stands that uses an animated texture to count down from. Maybe by default the screen is blank, but the player can click on it to start the counter. The actual stage of the rocket would be triggered by the player as it is currently of course. Mostly just a nice little piece of immersion for a successful (or terrible!) Space Program -------------------------- And if you really wanted to integrate it even further, you could give the player the option to either turn on or off the possibility of Kerbals showing up for a launch. (For those players that would like to have more private launches, or so it makes sense that a bunch of tourists don't show up on a secret government contract/testing a prototype/etc.) I'd imagine it would make sense to have the menus (that let you purchase these types of upgrades and turn on/off launchpads and runways to the public) tied into the administration building as another tab in the GUI. Maybe some of the strategies feed into the amount and type of tourists as well, such as outsourcing science causing more scientists to show up, running an advertising campaign causes more tourists and photographers to show up even with a low reputation (some type of simple formula like reputation x percentage of strategy, etc.) Not the most game-changing feature, but I figured it would be fun, make reputation a bit more visual in terms of feedback, and add to the immersion
  4. Yeah I finally figured it out. I wasn't engaging the gears. I had tried selecting changing the gears from the popup menu but didn't work for me. As soon as I used the pageup/pagedown hotkeys the gears changed and I was able to mooooove! Now if only the 64-bit version of ksp was released so my game wouldn't keep crashing from all of the mods, especially when reverting/returning to hangar.
  5. Hmm, I feel pretty stupid. I couldn't get the craft cars included to work/move. I autostarted the engine which seems to work and turned the throttle up but the wheels don't seem to be spinning/moving at all when pressing w/s although they do steer. Any suggestions?
  6. Oh boy I can't wait, I keep refreshing this thread everyday
  7. Hello all, I don't know if anyone else has encountered this but for some reason it seems like when I set MissingCrewsRespawn = False in my persistence save file my Kerbals will no longer take any damage when falling from high up. They just hit the ground and bounce like a basketball. I originally did it just because I got tired of the "lost" kerbals constantly resetting/wanted their deaths to mean something. I'm not sure if its a bug or some strange thing with one of the plugins I have installed, but it seemed to only mess things up in a new game when I changed that line. I'm running MechJeb, FinalFrontier, Achievements, Firespitter, CrewManifest, Procedural Fairings, Kethane, Station Science, and Extraplanetory landings among others but I don't think any of them should be affecting Kerbals on Eva taking damage. Are there any fixes or perhaps a mod that just enables permadeath instead of the config hack? Thanks
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