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Got_milk?

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    Bottle Rocketeer
  1. Love all of these, might have to play around and come up with some of my own. Looking forward to getting female Kerbals in-game, be interesting to see how they turn out.
  2. Oh so many dreams about orbital insertions. And thinking about my personal delta V as I walk around town, thinking I might go for a coffee and cake for a refuel.
  3. I too like the sound of this, as a fan of remote-tech and building complex systems, the maintenance does become an issue, and I don't edit my saves as a rule (unless its bugfixing) I can get on board, I am only just learning C# and how it interacts with Unity as it stands but I enjoy problem solving and hopefully can be of more use as my skills improve. You could include a part like in Kerbal engineer that enables this function, and would you consider throwing some low power thrusters into the mod as well? That could be interesting as part of a package.
  4. Thanks for your suggestions RainDreamer, I imagine this will be a long WIP and will probably create some mini mods first to explore the process and mechanics. I especially like your idea of rewarding micromanagement that is engaging over that which can become monotonous, and will keep this in mind. And I will look into that KeepFit mod, sounds interesting. I will hopefully get some concept art uploaded and some models over the next few weeks, as that is where my main skills lie. My coding is amateur at best but improving daily. The whole process is a great way for me to expand and explore these skills as well as learning new ones.
  5. So looking forward to immersing myself in logistics and exploring this mod saving myself until I can support regular missions to Duna for my first colony though (and get the hang of launch windows, I am pretty new) Great work though, can't wait to see how this develops further.
  6. Welcome! I am also new! Lets all have a big party!! Too much excitement? Pleased to meet you.
  7. KERBAL INSANITY! Hey everyone, new to the community on here and to KSP in general, but never has a game captured my imagination and attention like this one. This post is not so much a request, as I plan to start making this mod myself (as my skills improve), but is an open invitation to anyone to get on board whether as a developer or just with suggestions and requests of their own. The premise of this mod is to add a variable/resource (please excuse any errors in classifications, as I am still figuring out how I am going to code this) called Insanity. It will accumulate over time on all manned Kerbal missions resulting in the Kerbal going insane! And the loss of the mission. It is an attempt to simulate the rigours of long missions in isolation and/or cramped conditions. It is also an excuse to add more functional modules to your larger ships/stations/bases that have a purpose. How will your Kerbals stay sane you ask? Well my current aim for this mod is to add baseline mitigation of the accumulation of this resource/variable to all existing crew modules, the value of this is yet to be determined but I was thinking of 1 Kerbal months worth with the MK1 Command pod. I also plan to add new parts that mitigate this accumulation further. The Meat of the Mod A new variable called insanity (still learning the mechanics of Unity and refreshing my knowledge of C so please bare with me with any errors) Updated configurations with existing parts using this new variable. A consequence of the accumulation of this variable... Kerbal Insanity (insert Armageddon reference here ) 6 new parts to mitigate the accumulation of insanity, two sets of 3 parts ranging from size 1 - 3, one set for space bases/vehicles and the other for grounded bases/vehicles IVA's for these parts. Support for integration with other common and popular mods, ones of particular interest to me are TAClifesupport and the Modulat Kolonization System. Further ideas open for discussion (although it is all open at this point) Sound effects? What happens when your Kerbals go insane? The modules themselves, I am pretty set of the smallest being a crew cabin, the IVA will show two beds but the part will only support one Kerbal to account for the pilot/'s, more than one works on a crew rotation system. For the larger modules so far my ideas are a mess hall (with TACls supplies?) an observation deck for space and a rec room for the ground. Totally open for suggestions here. I would like the modules to be upgradeable but keep a low part count, I have seen this done in other mods but am yet to research how, similar to the way you can customise parts. To allow for integration into career mode as the difficulty level increases and add more flavour to the tech side. A science function where your Kerbals can report on their sanity level, diffrent reports linked to a percentage of insanity accumulated (if this is possible) the idea being a psychological study of the effects of prolonged space flight, diminishing returns on science gained but never completely (could be abused as science spam but this can always be taken out or be an option) Integration with other mods, for example the Kolonization mod parts also mitigating this, possibly in a much larger way. The effects of multiple Kerbals, do they take up more space, or provide company? Integration with remotetech, keeping a link to your Kerbal mitigating insanity as a link to your Kerbals' loved ones? Got a whole section on inspiration if anyone is interested, this is definitely not an original idea, if there is such a thing. EDIT: OK how about this for a system, a central control unit, lets call it the reflection module (or possibly communications room, you'll see where I am going with this) Then you can have 4 sub variables that contribute to making sanity along the lines of rest, relaxation, fitness and study. These could then have their own corresponding modules of various scale, or just have a single scale say these parts being Size 1, the central being Size 2 or 3. The purpose of these modules will be to generate the base variable over time by occupying them with a Kerbal (a bit like how station science requires Kerbals to do research) The idea of it being a communications room would be to include Remotetech as a dependency and you can only 'harvest' your processed sanity by reporting home to Kerbin. You could then have the parts individually or I am thinking of designing these to be radially docked or attached to the central unit (maybe not dependent on this) but can work either way. I would configure each part to support one Kerbal so you have to rotate each Kerbal, is it possible for this to be done? Would the it be possible to just have one Kerbal go insane or would it be shipwide effect? Maybe this part can be an afterthought. What do you think?
  8. Message received, and it was a MOOC, nothing commercial. I will keep it all in-line Edit: (just got in from work, replied from there) The spam comment was a reference to my frustration at having difficulties setting up my account due to my broadband providers use of roaming IP addresses, where it periodically changes to some mass IP exchange of some form or other (I don't know all the details) when the IP address changed I then had no problem, it was not a reference to my activity on this forum or any other part of the internet (excluding copious youtube posts on a few of my friends facebooks ) Sorry If I caused any offence I just thought that the resource of information I had found was worth sharing with the community as it excited me personally. More Edits (spam edits?): also not saying this to be contrary, genuinely love this game and the community appears to be vibrant and engaging and something I aim to participate in
  9. Thanks guys had the game a few weeks now, been exploring stock mode as well as various combinations of mods, I am a big fan of the realism mods like tac life support.
  10. Finally managed to register on the forums (sooooo many accusations of being linked to spamming) but I am finally here Looking forward to getting involved in this community, I am fairly new to KSP but am loving the game, looking to start working on my own and collaborative Mods once I have a grasp of the basics. Will be posting my first idea for a mod in the appropriate forum in the next week or two once I have got to grips with Unity and refreshed my memory on texture mapping. Nice to meet you all. Oh and I am from the UK if that is of interest to anyone.
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