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Everything posted by whoshotdk

  1. Pilot: "Hey! Surely you don't expect me to fly this thing with a window smaller than the one in my PC?!" It's an ultra-basic SSTO that leaves you with approx. 300m/s DV in a 100km orbit. Picture shows the Restock mod (not required). Steam link: https://steamcommunity.com/sharedfiles/filedetails/?id=2809641028 It can probably be made even lighter/cheaper by replacing the excessive wing area with something smaller.
  2. You're not alone. Very similar problems here on Mac OS ... every 4th or 5th time I try to load my saves. I'd resorted to making manual copies before and after every mission I do. The UI shenanigans happen within the SPH and VAB too sometimes ... the UI animates and sounds play, but the buttons just stop doing anything, requiring a 'force quit' to restart the game. I've been playing since 2013 and I've got a list of bugs I've found in 1.9 that I haven't seen before. Trouble is I cant reliably reproduce any of them on cue. Here's hoping 1.10 solves some things.
  3. No help from me I'm afraid, but I can confirm that my unmodded install of 1.9 on Mac OS Catalina does exactly the same. I've got 32GB and KSP eats it all within a couple hours. Not that I play it all that much now, 1.9 has introduced so many bugs I can't even reliably save a game anymore.
  4. Sorry I nearly missed all these replies! Another game has me in thrall this week... @smotheredrun @qzgy Yep, some cunningly-placed lights give the coloured-sail effect; I messed with a range of colours 'til I found some that blended well together. Thanks for all the enthusiasm wonderful community! @KerBlitz Kerman Damn you and your clickbait "Hidden contents" jack-in-a-box
  5. Thanks @TheKosmonaut; Actually I'm loading Squad's models into Blender; taking note of the scaling / dimensions, then creating my own low poly meshes with those same or similar values.
  6. Thanks @TheRagingIrishman, I'm hoping you are right My concern is that I'm doing a direct "freehand" copy of Squad's existing models, rather than making new models that look like Squad's models.
  7. I recently asked a similar question regarding generation of WebGL models from a KSP installation for use in my "KSP Craft Scanner" app. While the consensus indicated this is probably OK in regards to Squad's IP; in practice I've found that converting and displaying a large amount of KSP's models on-the-fly within a HTML5 app is not entirely feasible. So, to remedy this I figured I could simply re-build my own low-polygon version of all Squad's parts. There's only 300 (more-or-less) of them, after all! I've spent literally minutes making four already; My question is; am I allowed to distribute my own low-poly versions of Squad's part models with my app? Many thanks.
  8. I could build you a marina-full of civilian craft; starting with my coincidentally just posted Flying Cat? I'm guessing your main focus is military air, but a civilian harbour might make for a nice juicy target for some mad Kerbtator I've also got an inflatable boat:
  9. You know as they say, all code and no play let jack = "ZHVsbCBib3k="; So after days of some serious KSP-related coding, I took a break and made this... FLYING CAT Jet powered, extreme-sports land/sea/air catamaran for the discerning Kerbal adventurer. IT WAS NEVER MEANT TO FLY! But then it did, and quite well too, providing care is taken with turning. Many of our volunteer test pilots were promptly lost to the ocean upon unexpected aquabraking, causing quite some concern around the offices of KSC. The addition of wheels was simply perfunctory and wholesome. Nevertheless, this is why you're here. CONTROLS AG1 Toggle flaps DOWNLOAD FlyingCat.craft 184Kb *While this is technically stock, I may have tweaked the reaction wheel strength slightly. Should work as intended in a stock game. If not, let me know and i'll say ten "hail krakens" or something. Enjoy!
  10. "Turn on...automatic...pilot!"... <Sound of inflatable autopilot doll inflating> - Airplane! (1980)
  11. I love the idea of two nations playing tug-of-war 'til the last moment However, I'm not sure how possible the detection or prevention of impending doom would be... I'm really not thinking too hard here, but if for example Combatant A found a NEO in a highly inclined orbit, currently viewable only from the southern hemisphere and heading earth/sunward; would it be a matter of taking out Combatant B's southern hemisphere telescopes and using information control and misdirection to hide it's existence from them? Could it be also that the asteroid be given enough delta-v so that no nation on earth could possibly counteract it? I dont know. Maybe a high yield explosive would do the job when the 'roid is in its 'terminal interdiction' stage (i.e nearly here anyway). It's a totally reckless and as you say, dangerous strategy regardless and would indeed make more sense for in-system planetary bombardment. However I can imagine a world where some insane leader (I'm looking at you, Kim) has decided "enough is enough, let's end it all" and surrender in that case is simply not an option for anybody. All this is under my assumption that we want to start flinging rocks at each other today, with chemical rockets and nuclear bombs. All of the above is random crap from my thoughts and in no way is intended to insult, offend, coerce, patronize or indeed make any sense at all.
  12. If it's a war between nations on Earth or within the Solar System, my guess on an effective way to win that war might just be to do as the Neanderthals did - throw big rocks at each other. Unmanned probes with the ability to impart enough delta-v to an asteroid to deflect it into a collision with the opposing forces' infrastructure / cities. Man-made Tunguska events, if you like.
  13. You guys should read Titan by Stephen Baxter. The gist; three astronauts slowly die in a "colony" on Titan; made up of a frickkin SPACE SHUTTLE and Apollo CM's whilst the Earth experiences another KT-boundary event induced by the Chinese. My favourite book of all time, tho the end is somewhat hippy.
  14. I may be wrong here but here goes; does that camera have a Rigidbody attached? Might be you need to modify camera.getComponent<Rigidbody>().position?
  15. Thanks @Benjamin Kerman that's good advice and I've already made a start on a similar, "flatter" UI. A related question, for anyone who can answer it (hopefully @SQUAD): Can I convert all Squad part models and textures from within the GameData/Squad/Parts folder to some more "standard" formats and then distribute those with my app? I'd like my app to display a 3D model of the user's craft so that they can manipulate it in a familiar fashion. @taniwha made an excellent Blender plugin (thank you!) that allows the import of models and textures from KSP. Ideally I'd have the app scan the local KSP installation and load the models directly; however I don't have the skills to rewrite taniwha's model/texture converter from Python to something I can use in Node/Ecmascript/three.js. I figure converting the models to something that three.js can handle and bundling them with the app will enable me to move forward. I checked the Addon Posting Guidelines which state; "You may not decompile, modify or distribute any of the .dll files or other files KSP comes with beyond content of the GameData folder.". Does this mean the GameData folder and files contained are open for distribution, providing my app meets the rest of the criteria?
  16. It's a brilliant idea for an SSTO though I've no idea what it is. Why bring the wings et cetera to the Mun with you when you can leave them in orbit for retrieval and use later? It looks like this would be easy to turn into a workable SSTO. I think the wing area is enough for an airbreathing SSTO; clip two or four Rapiers on the back to replace the (very nice) engine and reduce fuel amounts in those tanks as required. With enough thrust, all you really need is good control authority rather than a lot of lift.
  17. Look what you made me do! When I was a child, I would sit at my window on rainy saturday afternoons and doodle sketches and diagrams of supercars. My fondest wish was that one day I'd be a car designer. Pretty glad I ended up as a programmer.
  18. Thank You for the advice @Sarbian, that's very much appreciated. While I've got your attention, I'd like to just say another heartfelt THANK YOU! for your work on Mechjeb. Myself and many many more would not have enjoyed several thousand hours of KSP, or learned quite so much, without it.
  19. I've built a small NodeJS desktop application that can tell me exactly what science nodes a particular craft requires to unlock, plus the number of science points required to unlock those nodes. Here's a early WIP screenshot (I started this last night): To build that map, I'm currently parsing the appropriate .cfg files within the KSP directory and building an internal database of techs and parts. This happens every time the app is run and though it takes only a few ms to do so, I'd quite like to save my internal database to JSON and load it from there instead. Additionally, I'm now attempting to get a 3D display of the craft to work, so that parts can be selected, viewed and edited much like they can in the KSP in-game editor tweakable menus but with cool stock-compatible features like adding fuel tanks to structural-adapters that really should have them already (im looking at you Rockomax). I'll need to import and parse the .mu and .dds files for that and store those models and textures in WebGL compatible formats - at least in RAM whilst the app is running. TLDR; What I'd like to know is; 1. Can I distribute an app that can generate a JSON flat-file database of KSP's tech tree and parts list from a KSP installation? 2. Can I distribute an app that can generate models/textures of parts from a KSP installation? 3. Am I allowed to "duplicate" the UI scheme used in KSP (colours, icons e.t.c)? Im certain I can match it pixel-for-pixel but don't want to tread on anyone's IP. Obviously, I wouldn't be distributing any of KSP's data/models/textures with my application. The application would ask for the user's KSP installation directory on first launch and generate the required files within the application's directory at that point. Thanks KSP Community, you're always wonderful!
  20. Ah I totally missed that on the Wiki, I tend to skim. So apparently on Earth we use the "First Point of Aries" as the origin of longitude. I'll have to check through MechJeb/FlightEngineer to see if they can tell me that info for Kerbin et al. Anyhow, I'll follow your advice and just more-or-less eyeball it. Thanks!
  21. I'm well into my new 1.3 career save and have decided at long last to do some "Stick some hardware in orbit with specific longitude of ascending node" missions. I've got two polar orbit contracts that require a specific LAN each. My question is; in a polar orbit, does the LAN continuously change as the planet rotates beneath me? If so, is it just a case of launching to a polar orbit and waiting for the LAN to come 'round? I'll be testing this out myself anyway, but I'd quite like to hear some other's opinions/thoughts.
  22. So you basically re-built the VAB on the launchpad. Brilliant!
  23. Beautiful shots; im not yet on 1.3 but ill be downloading this when I am. Are those red lights actual lights that are red in colour now, or did you use some technique? That front grille is superb.
  24. Tch I only jest! @r4pt0r please please let us see this on the launchpad. What does a 4mt cathedral filled with rocket fuel look like?
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