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Terra1

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Everything posted by Terra1

  1. Here's the challenge: Career, except you can't use any probe cores, and you need to have Kerbalism installed. (KIS and KAS optional) The goal is to send 12 people to Eeloo and back. Yes, this sounds easy, but i'll get rid of that idea fairly quickly: Every communications satellite you build has to have life support and crew onboard. You can't build unmanned landers and rovers, all of them have to have at least 1 crew member onboard. If you win the challenge, you get nothing but a lot of internet bragging points. Hope to see you completing this!
  2. Here's a post where you can submit models and textures so that modders can focus more on mechanics and less on graphics. The guidelines for submission are: 1: Not too resource-intensive, a model must not lag a low-end gaming computer or mid-end home computer 2: It must be licensed under CC BY-SA 4.0 3: It must not have advertising for yourself or your mods, so for example, if I made a model, then it must not have "Made by Terra1" on the model or texture 4: Must not look like it was made in the early 1990s So, feel free to submit stuff! Let's hope that lots of stuff gets submitted, so modders can do what they do best and not have to worry about graphics.
  3. Today, I had a space station fail to reach Duna orbit, reenter the atmosphere, and then I somehow managed to regain control of the rocket and fly the spacecraft into a perfect orbit.
  4. It required an engine that strong to take off, it's quite heavy.
  5. Added Hullcam VDS to the mod list, as well as Take Command and Kerbal Engineer Redux
  6. Increased budget for both sides, to make designs better, and also: Sneak peak at the WK Main Base, first episode of "The Great War" coming out this week (probably later today)
  7. I can handle that many mods, also, click the link at the bottom of the post.
  8. Forgot to mention that KWS was removed due to game crashing effects
  9. Added KSPWheel and SM Armory to the mod list.
  10. The budget is for everyone, the vehicles will have one produced as a prototype, before a production run, as long as it meets the requirements, the prototype will be scrapped after one battle and will cost half what it says it will cost in the SPH/VAB
  11. So, here's the challenge There is a massive war on Kerbin, you are a citizen of either the Kingdom of East Kerbin or the Republic of West Kerbin, the war starts just as the industrialisation of Kerbal society is finished. There was a democratic incident between East and West Kerbin, resulting in a full scale war. You have been asked to work on designs, matching specifications put forth by the governments of both West and East Kerbin West Kerbin: Budget: $50000 Currently looking for: Armored Cars, Planes, Ships. Tech level: 1 Secondary Techs: None Current vehicles in production: None East Kerbin: Budget: $50000 Currently looking for: Armored Cars, Planes, Ships. Tech level: 1 Secondary Techs: None Current vehicles in production: None Rules: Use common sense, don't use extremely powerful propellers when the tech level is 1. Don't submit types of designs that are not being looked for by either East or West Kerbin Name your vehicles with either WK or EK as the first word so I can see what country the designs are for Tech levels are not exact, if you want to make a revolutionary aircraft or tank, go for it! Just make sure that it isn't utterly absurd (An aircraft with an absurdly fast propeller and reaction wheels at tech level 1) Post a video of your craft before you submit it for production Please don't submit expensive vehicles that neither faction can afford, PLEASE. Include the BDArmory AI part and a weapons manager on every plane, include the weapons manager on every tank, and ship that you submit. Also, include AirPark on everything, please. I will post videos of the battles at https://www.youtube.com/channel/UCknkMHv7RecIezjM0-mk1Kg Here is the mod list: Filter Extensions AirPark AirplanePlus B9 Aerospace B9 Part Switch B9 Animation Modules BDArmory BDArmory Weapons Extension CommunityCategoryKit EasyVesselSwitch Firespitter Core Hangar Extender JSI KAS Kerbal Foundries Kerbal Joint Reinforcement Kerbal Konstructs KerbinSide Core KIS KK to SD Kopernicus KSP AVC KWS Crashes KSP, removed. KSC++ Large Boat Parts Pack (WW2) Infernal Robotics (with the legacy parts) ModularFlightIntegrator NKD PhysicsRangeExtender Sigma Dimensions SmokeScreen Tweakscale VesselMover KSPWheel SM Armory Module Manager (Of course!) Hullcam VDS Continued Take Command Continued Kerbal Engineer Redux Finally, the tech levels are displayed here: Tech levels
  12. Create a kOS program that will automatically launch a rocket on a suborbital trajectory, and crash a BDArmory bomb into Kerbins desert. Extra points: Capable of dodging missiles launched from the ground: 10 points Rocket holds more than one warhead, and each of them are independently targeted (MIRVs): 20 points Provide the link to the .craft file: 0.000000000001 points (Rounded down to 0) Program under 1000 characters: 5 points Note: You can have multiple warheads targeting the same location, you will still win the "Capable of dodging missiles launched from the ground" objective as long as at least one warhead hits the target. Good luck!
  13. 1: Near KSC means any of the KSC buldings and the biome around the KSC buildings, nothing else. 2: The payload weight is the satellite you deploy, in the case of an orbit around kerbin, or the lander, in the case of the mun, in all other circumstances, it's just the last stage of the rocket. 3: This isn't programming, if the first stage is clearly just cheating, it'll get disqualified. 4: All mods are allowed, as long as they aren't absurdly overpowered (Like a mod that adds a 1.25m engine with insane thrust, no weight, and no fuel consumption)
  14. So, the challenge is to create a kOS program that will launch a spacecraft, put it into a stable orbit around Kerbin, and land the first stage of the rocket on Kerbin, without any manual control (Except starting the program, of course) There is a point system Here is the amount of points you get or lose from doing certain things: MINIMUM: Get to stable orbit, deploy a payload, and land automatically, 1 point. Optional: Payload around Mun: 5 points Costs less than 10000: 5 points Payload weight larger than 50 tons: 2 points Lands near KSC: 3 points Lands on the launch pad: 10 points Lands without parachutes: 5 points Able to configure program to launch different vehicles just by tweaking a few values at the start of the program: 20 points Payload around Duna: 10 points Entire mission to Jool, with an orbiter relay satellite that deploys a probe with a heat shield and returns tons of data automatically: 50 points Good luck!
  15. I downloaded the latest version of MKS from spacedock. So I have USI Tools, also, I looked for the log yesterday but it wasn't where the page said it was (I found a unity shader cache, that's it.)
  16. I have the latest version of MKS and KSP 1.3.1, I downloaded it from spacedock, some of the parts aren't showing up unless I go into the "Advanced Mode" tab in the VAB (Top left) Help? (I have the latest USI tools)
  17. I don't see any licensing issue, they would only be distributed in the same zip file. It wouldn't give them a strictly defined deadline, and even if there was, it would be ridiculously easy to make it, the modmakers just have to make sure their mods work together well without bugs With my idea, the pack provider WOULD be the modder(s) themselves (Remember, the modmakers are working together on these packs)
  18. So, this might sound weird, but it's cool. Basically, mod developers could work together to create a balanced "Modpack" for users who don't want to configure anything and want a nice, mostly bug-free experience. This would also help the mod developers, because all the mods are compatible with eachother, there would be less "False Alarm" bugs for them to deal with (As-in conflicting mods causing bugs that are hard or impossible to fix)
  19. "Please note that i did not know about Probe Control Room until i started writing this"
  20. The title might be a bit confusing, basically, the mod replaces the external view (Like this:https://imgur.com/a/cKhti) with a ton of data, such as a less accurate map view "Window" (Removing the ability to access the regular map view) and windows for cameras you can place on a vehicle. (The cameras will be in black and white and colour variants) Pretty much everything useful that was previously in the external view will need to be controlled by "Computational power" a resource that can be allocated in flight and used to operate the instruments, for example, you could get a more accurate map window by allocating the computational power that used to be used for getting the altitude to your map window. Future versions will also add "Filesystems" to your probes, letting you program your probes using a simplified assembly language to do stuff, there will be preloaded "Vital" software which, if removed or corrupted in some way, might brick the probe. As i am just beginning to understand programming past "Hello world!" i will be doing the development of this mod on Github, https://github.com/Terra1/Unmanned-Internal-View/tree/master (Please note that I did not know about Probe Control Room until I started writing this)
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