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Drakoflame

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Everything posted by Drakoflame

  1. aaahh, okay! I didn't know that, but now I do! Maybe I could find something I could use that's already bundled with CRP... in the mean time, I'm back to thinking of how my idea will work!
  2. Hey RoverDude, I want to use CRP to make a resource. This resource is going to be called Radiation (unless I can think of anything more original xpx) that is always present in the system. It'll be very dence/common near Kerbol, on the surface of Eve, and the entire Jool system will be irradated to the point that if you don't have good protection from it (will be something built into the command pod) your kerbals/probe cores will be fried and useless (dead). What I want to ask is: How can I use CRP to add this to make it easier for other modders to make it compatible with the resource. I'm talking with someone who had a tutorial for how to make parts, and I'm going to try and talk with him about developing the deadly part of it, and I want to use CRP to add it in
  3. Hey thanks! I'll be sure to to a full watch over of your videos! If I do manage to make a working science part (I want to make science that has full return value so they can be used on one-way early game probes) I'll be sure to give you credit for helping me create them! Also, what modeling program do you use in your tutorials? I have Blender, and I also installed the Unity 4 program so I could use that. The reason I installed both of those is because of an older .23 tutorial that I watched, and the guy in that video used a plugin for Unity to convert the blender model into a model that KSP could use, but now that KSP supports .mu's I don't think that the plugin is in development anymore. So, is there any other modeling program that I should install? - - - Updated - - - Oh! one other thing. Do you know anything about CRP (Community Resource Pack)? If you do, I want to add a resource called "Radiation" that is common in space, the majority of it near Kerbol, with EVE being radioactive on the surface, and everything in Jools SOI irradiated to the point that if you don't have a good way of protecting yourself (some sort of shielding build into the command pods) either your kerbals will die if radiation poisoning, or your probe cores will short circuit because of the high radiation. So, do you think you could help me come up with something like that? We could even make it have special compatibility with Mechanics? To much radiation fry's the alternator? or even shorts out your batteries, causing them to rapidly loose charge!
  4. hmm... I actually may or my not have something to make it harder! Its a bit of a custom edit to the Interstellar mod. All it has it Seiosmometer impact science recorder, WasteHeat to solar panels, and (totally unintentional) radiation :3 So, not only do I need to worry about my solar panels melting form the sun, but now I can just go throwing kerbals into Jool fly Kerbals near Jool without taking procations against the immense radiation radiating out from Jool! (I don't know if it works with OPM gas giant tho D: ) If your interested I might be able to privatly distribute it, or rather I could walk you through how I set it up XD Oh, and whats that command pod thingy there next to the Mk1? and the one that's on the very lower right?
  5. D: did this die? Or are you just on a Hiatus Lajos? I really don't want to see the end of the Kron series!
  6. Quick Question for anyone who can help! (I think _Augustus could help to, dispite no coding skills, he's pretty damn good with configs!) I would love to have KSPI Resources at the planets added into the game with Kopernicus Tech. One of the main things to worry about have to think about would be radiation from the gas giants, adding a bit more difficulty to the game as just throwing a probe into the gas giant expertly piloting a remote probe thru the thick atmospheres of the gas giants could result in malfunctions from the radiation (or from another mod that I found, Kerbal Mechanics!) that is near them!
  7. Hey, are these effective on .90? And (before I actually watch them) do you go over making science parts? Or is all this tanks, engines, pods, simple parts like that?
  8. Arlight, so I read in the comments around January, that Boris changed the way that waste heat is produced... I was, to be honest, disappointed to find out that solar panels don't actually start making waste heat until you get closer to Kerbol... I was hoping that I could get my panels to overheat while in orbit around kerbin, like they did back in a version that I used in .24... How can I change the value so that the panels start to overheat while in orbit around kerbin? (and still overheat while around Dres) EDIT: Okay... so maybe not sending a probe into space was my fault... but I honestly thought that a solar panel on the ground would also generate waste heat... guess not... I sent a small Ore Scanner (using DMagic orbital science Magnotometer, and SCANsat) into space to do a quick scan of kerbin (didn't show anything... may need to use Karbonites) into space, and noticed that while durring my timewarp, the waste heat was eeeever so slowly (the indicator read -0.00) going up, and at 100% scanned, my WE was up to 304! So I am very happy with my frankenedit to KSPI! Also... now I have to kinda worry about irradiating my poor kerbals when I throw launch then into near Jool... Oh well! just a bit harder now!~~ Thank you FreeThinker and Tellion (over on Near Futuer thread where I brought this idea up actually XD) for helping me out!
  9. Alright, I've been messing with it last night, I have the wastheat parts, the dll, and the seismometer science edit, and the seismometer works as intended, and the wasteheat parts apear to be working, as they generage megajewls and claim to be radiating heat, but when I put JUST a solar panel on the craft, the panel itself is either super efficient at removing heat, or it doesn't actually store it in itself like it does with regular KSPI
  10. I just saw the brown dwarf that _Agustus_ made... and it got me thinking: Loop-hole to the No-Star situation! Instead of having a glowing Star (this idea kinda isn't relistic but who cares!), you have a Proto-Star. This, of coarse, would have the system VVEEEERRRYY far away from Kerbol, with an orbit that would take several generations (not even the Deep Freeze mod could reach it without 2 or 3 deep freeze tanks) to get to, and by the time that you DO get there, you'll have probably invented (read: downloaded a mod) the technology to get there faster, passing the old space craft, and be able to throw a welcome party for them! Anyway, to the idea. The "proto-star" would really be a giant gas giant (redundent redundecies are redundent), with a ring that would extend for the whole system, with gaps in the ring for the planets (and to allow you to actually see the orbits) Now, all of these "planets" would be small, little balls of dust and rock that if you sneezed on you would obliterate it. There would be (in the system that is in my head) about five planetoids, each with atleast 4 biomes. The one farthest out, as it comes to mind, is a dull, uninteresting grey, with a shape similar to Guilly. One of the bulbs that sticks out is a giant rock (reperesented in the texture) and it will be the "Big Rock" biome, most of it would be made of up the "Dusty Area" biome, an impact crater "Dust Hole", and the poles. The rest would be along those lines, the closer to the "star" the bigger they are, none would have moons (because 1. its easier, and 2. its a protostar, the planets would have billions of satellites orbiting them, and that would use up so much ram it would be like using a single can of paint to paint a mansion, you could do it, it just wouldn't look (read: play) very good (read: at all)
  11. Okay, now what about mods that have the tags that give it TS support? do they still work? the #1 TweakScale compatable mod that I freeking LLLOOOOOVVVEEEE is DMagics Orbital Science mod
  12. ooo! sounds fun! will it also change science? Also, would it be with any other planet pack IE: OPM?
  13. I saw this and squee'd. BUT! Before I download, does it have the same mod support/support the same mods that the original TweakScale did?
  14. @Boris-Barboris, do you think it would be possible (not asking you, asking if it is) to stip everything away from the Interstellar mod, so that just the Waste Heat function is left? I'd love to know how hard it would be to do that?
  15. Okay, something is wrong with either my KSP install, or I'm just a complete moron... Planets STILL arn't showing up... I can get Trans-Kuptonian to show up... but nothing else... (KopernicusTech related mods as everything was just fine before I updated) Kopernicus Tech Outer Planets Mod Trans-Kuptonian TerrestrialPlanetPack DDSLoader After removing all said files above, re-installing, even re-downloading KT and OPM, I can only get TK to work... I'd do a complete full re-isntall of everything, but that would take me forever and I'm not going to go into detail because people complain. As of now I'm just going to wait (like I originally intended on doing, sticking with Kopernicus Core, but then all the planet packs I used updated to KT, and I can't find my download of KC, and _Agustus_ has dropped the "mod")
  16. thank you... you've convinced me that I want to ditch Interstellar Life Support mod in favor for the re-usable TAC life support... First Mission: The Mun: Is there really Cheese there? When I figure what mods to cut to save Memory, I will start a thread in the Missions Report forum, keep an eye out! (shameless self promotion, sorry)
  17. Hmm... sounds like me... I recently managed to land a probe that I had sent to the Mun, which was ment to STAY there, only realizing this when I was half way back to kerbin, with not enough fuel to turn back and land. The best part was I didn't have any parashoots, and I spend nearly half my fuel trying to manually make my orbit curcular (which, BTW, unless you know EXACTLY where to point, doesn't work...), skipping to my situation involving my panic key, I was coming down to land, going to kiss the ground a loving speed of 5m/s, went to kill the thrust at maybe 7m above the surface when I hear the roar of the engines kick up, I quickly kill them, leaving me with maybe... 17 DV left of fuel, no way to save it if I don't time it PERFECTLY. 18m/s, 5m from the surface, slam the max thrust.... kill my speed to 7, touch the ground at 8... saved it like a freeking boss... the MOST stressful experience in KSP for me, to date! As for my tip: If you accidentally double lick on a planet, causing your view to switch to it, instead of pounding the TAB key till it says "hey, buy me dinner if your going to make this a habbit" to get back to your ship in time to see where your node is, you can press Shift + TAB to go BACK along your planets (expecially useful if you have extra planets installed... trust me...) NOTE: DO. NOT. LEAVE. THE. ENGINE. ON. WHILE. DOING. THIS I was lucky enough to have made a quicksave before figuring out "oh hey! pressing the shift key causes your ship to accelerate! HEDUUUR" (I made the quick save because I was going to ditch a stage at full throttle so I could get rid of it.... curse me and my ability to overplan and have to MUCH fuel...) Like I said... thankful I had a quick save... poor little probe didn't even know he was off course...
  18. Oh boy Deep Freeze! I myself use the Interstellar Life support mod (mostly because I havn't taken the time to port... lllaaaaazzzzyyyyyyy) and as soon as I can get OPM (say it quickly and you get Opium) to work with KopernicusTech (properly...) I'll probably take the time to port to TAC, and maaaaaaaybe get MKS and set up "town" on one of Sarnus's moons, maybe Tekto, seeing as it has an atmosphere (role play that Kerbals are smart enough terraform). Maybe even put an orbital station around Urlum, that way when Stars start working with KT, I can have an Extra Planetary Launch Pad (maybe) set up to fling ships into deep space carefully launch ships haphazardly into deep space at the far off stars only to have them burn up when the pilot wants to see what the surface of the star looks like and land safely on another planet to begin kolonization!
  19. Thank you @Nathan! Maybe Taniwha should put what it does on the front page.... maybe... just a suggestion!
  20. Okay, so I used your config, I put it into the OPM folder, and directly into game data... still no OPM planets D: Should I try stuffing it into Kopernicus? I'm not sure, but I would really like to use OPM again... can you help? (as you seem to be able to get them to show up ;n; )
  21. not sure what your biomes are, but I'll check them next time I get a chance (that files huge and my internet be crap) but here's a good EVA in low Space report for a crater: "Hmm... I wonder what would happen if I drop a bomb into the crater from here..."
  22. Cyrus looks.... straaange.... for some reason I keep thinking "that's no moon..." *coughcough*starwarsrefference*coughcough*
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