Terra1
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Posts posted by Terra1
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On 5/8/2019 at 11:04 PM, vyznev said:
Sounds interesting, I've never tried Kerbalism before. Can we use KSP 1.7? Apparently it works with minor tweaks.
As long as Kerbalism works, sure.
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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! -
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.
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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.
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On 4/7/2018 at 4:12 PM, LDBlokland said:
Wait, isn't that engine a bit too strong for tech level one?
Since by what I've picked up, tech level one is mostly ww1 tech, and that's a B-29 engine, at least i think so.It required an engine that strong to take off, it's quite heavy.
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Added Hullcam VDS to the mod list, as well as Take Command and Kerbal Engineer Redux
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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)
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13 hours ago, goduranus said:
You're gonna be up against crafts built with BDArmory, so probably need more combat effective crafts than a single shot cannon, armed with BDArmory weapons and such.
Although, @Terra1 can your computer handle that many mods? What do you mean by Tech Level 1?
I can handle that many mods, also, click the link at the bottom of the post.
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11 minutes ago, l0kki said:
What version of the game is this thread in?
1.3.1
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Forgot to mention that KWS was removed due to game crashing effects
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Added KSPWheel and SM Armory to the mod list.
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3 minutes ago, nascarlaser1 said:
This looks fun! 1 question. Is the budget for everyone, or does each individual person have the full budget to use?
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
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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
KWSCrashes 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:
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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!
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9 hours ago, Steven Mading said:
I love the idea of this challenge, but I think it needs some clarifications of the conditions. Awarding points based on things that are a bit subjective or perhaps fuzzily defined can lead to problems.
For example:
- "near KSC" - maybe a latitude/longitude zone or a "within X km of the launchpad" or something like that would make it clear how "near" is enough.
- "Able to configure....etc...." - maybe provide 2 example craft that both can do the challenge but are quite different from each other (different TWR's and different staging configurations). Then the test would be "can your single script launch these two as well as your own, with just some provided setting changes you give? If so you get the 20 points." This would be a lot more clear than just "launch different vehicles" without much specification about just how different they need to be. (You don't want someone being able to say, "Well, these *are* two different vehicles - I added an extra battery to one of them, see?") Actually providing 2 sample craft files that the script must work with in addition to the actual craft of the submission would make it objective and unambiguous what is the minimum versatility the script needs to have to qualify.
- "Payload Weight larger than 50 tones" (I think technically you should say mass, not weight here). What is the "payload" definition for this? I'm assuming it's the piece that stays in orbit when you're done detaching the launcher, but in the case of, say, trying to go to the mun, is the payload just the part that orbits the mun or is it the part that parks in Kerbin orbit before getting to the Mun? The exact definition being used should be nailed down, I think. (i.e. let's say I have a >50 tonne ship in orbit of Kerbin, giving me the 2 point bonus for that, and then I perform a transfer to the Mun and get in a captured orbit of the Mun and after that the craft now only has 30 tonnes left. How much extra score did going to the Mun give me? Going to the mun is +5, but spending the fuel to do it puts me below the 50 tonne +2 bonus. Depending on what the definition of payload is for this scoring, I either netted 5 points by doing this, or just 3.)
- The challenge only says the first stage has to land, and what the payload must be. It doesn't really mention anything about any intermediate stages between those two. If I spend 2 stages to get the payload into orbit (the payload being stage 3), Can I try to cheat the system by making my first stage extremely irrelevant and tiny so it detaches very very early in the flight and only goes a few meters off the pad and then lands itself, then the 2nd stage (that doesn't have to be landed) does all the actual work to get to orbit? A clearer definition of how much dV must come from stage 1 would help fix this problem.
- Is the FMRS mod allowed? It's a very important question for this challenge because it allows you to have the first stage detach while still in atmosphere and be able to both recover it and get the rest of the rocket into orbit. Without FMRS the only real way to do it is to have the first stage make it all the way to vacuum, then have the second stage just do the circularization burn (and get it done with quickly) so you can switch back to the first stage while it's still in vaccum and hasn't fallen back yet.
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)
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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!
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14 minutes ago, Aelfhe1m said:
Make sure you have the most up to date version of USI Tools installed. If that still doesn't work then post a link to your log files ("How to get support") and we'll try to figure out what's wrong.
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.)
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1 hour ago, voicey99 said:
It should have created several new categories in Simple Mode for the parts. Check for them.
Nope, the tabs aren't there.
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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)
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1 hour ago, Urses said:
The Modpacks idea was there some time behind. It is not really supported, because a pack provider is mostly not the modder itself and you run in many licensing issues this way. The modders do a big collaboration work here by providing and using modulemanager, CRP, Avac and dependencies, not all players use the same modes. Additionaly some modes work realy invasive and prevents other modes to work properly. Or if they work together they let some aspects of the game to explode this way. This will prvent the packs from usability or will breack fraction fights here
And don't forget! Modders are people with real life and they do their works for free, your way you give them a stricktly defined deadline like "you have to provide for this date or you a kicked" for a pat on the head? I don't think this would work this way...
Funny Kabooms
Urses
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)
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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)
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21 minutes ago, evileye.x said:
"Please note that i did not know about Probe Control Room until i started writing this"
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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)
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted · Edited by Terra1
Do you have a link? The latest github release was made well before 1.7 was released.