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Albert7df

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Everything posted by Albert7df

  1. In the devices of a space race (career) for KSP, I always had believe that a reliability mechanism is essential, and is missing; it is your only possible enemy in the career. Any mission carries an implicit risk and the more advanced the devices used in the mission are with respect to the average, the more risk there are. Nevertheless, it is also necessary for the player to control this risk and be able to invest in the devices and technologies that he decides in an easy way. To achieve this, I present a reliability model that would not be so difficult for the player; it resembles the same current structure of "tech tree", it would only be necessary to invest in these nodes and parts. In theory, the devices would be available when certain investigations are started (the usual tree tech nodes), but with low reliability. You would have to invest in certain technologies and devices in order to have reliable hardware, but in theory, you could use all those devices with little investment and risk a certain catastrophe. To have a better vision, I will give a concrete example. One technology can be engines, another, can be fuels, but also solid engines, liquid engines, RCS, Hydrazine, A4 (a part), or LiqOx with Alcohol (a fuel). In this case, there is a relationship between these elements, so, for example, for the reliability of the A4, the reliability of liquid engines and LiqOx with Alcohol are needed, which in turn depend on engine and fuel technology. In the case of the A4 engine, it is a specific hardware and there could even be a dependency with other hardware such as the A9. So far is the same of current tech tree, but the difference is that you would invest in realibility of A4 directly, but if you invest first in reliability of Engines, it could improve faster the reliability of A4 and other engines, in order to make the reliability mechanism work in flight the TestFlight could be used as it’s right now, just to make some other modules taking into account this model. I have the formulas and the explanation in a doc, but the forum does not allow me to upload the images and formula. https://docs.google.com/document/d/1ATS_uPyWes6pzwo0Mdu4cTB_l9m4v-g3/edit?usp=share_link&ouid=101066392278382409104&rtpof=true&sd=true The resume is: Currently, I am learning about ksp mods, I’m software developer of experience, but I have not too much time, if someone want to help me to implement this, I would appreciate. Greetings.
  2. How a mod could change the way the science tree slots are unloked by money instead of science point ?
  3. I think i have an idea, at least to reduce the reload of the game, if you don't create any new behaviour or dependency with core, it could work, just create 2 assemblies, one with the dependencies to the core, it could have all Modules and inheritance, and other asembly for the logic, the first one would be almost with the dependency and just call the logic where the real code is, also it inject the real core object to the second assembly. Also play a button that when i click on it, the dll is reloaded with new code, all Modules would readapt to this new logic, at the end, when the pluging would be for production, the first assembly could be throw, and the second assembly just would need to inherith from the right object. Do you think it could work?
  4. It would be very painfull, specially if i want to do something complex
  5. And how to test my mod? I had to close and relaunch the game ? Or theres is any trick to "refresh" my mod without opening the game?
  6. Where i can go to start learning KSP mod development? Official reference if it's possible. Thanks in advance.
  7. I would like, and it could be interesting, the game would have diferents profiles, for instance, An astronauts profile career, an engineer profile career, a mission controller career, or "Elon Musk" Career. This astronautas career is focused on missions as astronauts, the engineer career is more focused on build rockets and planes, Mission controller could be focused on controll sats and missions, and "Elon MusK" career is more focused on manage the Space Agency on economics point on View, I think that a bit of IA could be implemeted to simulate for instance the engineer part when you would play as "Elon Musk" mode or missions controller mode, such that you can be free of all details depending of the career mode.
  8. The inercial system could give you acceleration and orientation of the ship (Also by some image processing of the the starts), but "following" the position and speed by integrating of those parameter is very inaccuratelly in real life, once you have the information from ground, and with no rocket propulsion also you could predict position and speed, but frecuently you need updates because the little variations of all the solar system. So.. i thinks for more realism a very easy patch rule could be like this: If no connetion (or not sight view) with some ground station then no position and speed are available. Also the position and speed should be given with a delay. I'm assuming the position and speed is gathered by the doopler effect on radio wave emited by the ship and usual radars detection. This patch is very simple to do. I'm waiting also the feature to emulate a KSC main program running on the ground and a vessel program running. I have read it's going to include in next releases. With this feature, this realism would be almost natural.
  9. Are you saing to create like a wrapper around KOS in kerboscript? Many times i had think to donwload the code and make tiny modifiations to have some of this features, but the debug process is a hell, and more when it's not my code. What IMU is? Are you saing to create like a wrapper around KOS in kerboscript? Many times i had think to donwload the code and make tiny modifiations to have some of this features, but the debug process is a hell, and more when it's not my code. What IMU is?
  10. Hi, i'm a fanatic to this game and specially to this mod, I would like this mod a bit more realistic regarding as how some telemetry is handled. Currently, you can access all information without restriction, but for instance, in real life, is impossible to know exactly where the position is or speed has, or some other telemetry reading without a direct communication to a ground station or GPS connection. Also the device must be very precise at longer distances. I would like the mod take into account this rule as option. Other realism options like precision of this reading depending of the epoch could be added, but i think it's a bit more complex. Is it a right place to make this request?
  11. Where can i find the api documentation for ksp 1.3? i'm stuck on it.
  12. Hello, i'm using ksp 1.3.1; there is a lot of time i haven't played it. I had notice that rp-0 hasn't had to much activity in github. I already knew that there was an rp-1. But there is not rp-1 on ckan or a new version of rp-0. I know also it's for free and people need to do another things to life. So... when a new version of rp-0/rp-1 is going to be released on ckan?
  13. I have no updates. Just ksp 1.2.0 installer. Please... How do i get KSP 1.2.2
  14. Hello every one. I have ksp 1.2.0. There is some kind of patch to become 1.2.0 in 1.2.2? Thanks in advance.
  15. Does some one now what real fuels versionishould use for ksp 1.2.0? v12.1.0 is not working on ksp 1.2.0. It show e message of imcompatible version. Thanks in advance.
  16. It's a public link of my kos code. Of cours it need some explanation; Because it is completely adapted for the mod i use; the rockets configurations, payload and my own taste. However i'm creating another better aproach for coding in kos. The same idea but much more reutilizable and easy to implement a fligh; almost completely automatic. https://drive.google.com/file/d/0B_DLXz92BS1SbkRCdlV0UlZ3ZlE/view?usp=sharing
  17. TheRagingIrishman Of course; with any one; i could even explain you the organization i use and the ideas in order you change it and get better results.
  18. Thanks for your answer i was suposing this kind of answer. I have seen Interestellar expanded mod and I have this mod as an option for RSS however if RO is missing i think it's not as real as i want. Smurff i have never read about it. I'm going to investigate. Thanks.
  19. Hello every one. I have played this game for month and i like to much; maybe because i always want to work as rocket science since a kid; and it's my chance virtualy. I have used ksp 1.1.3 with the most realistic mods (RSS,Realism Overhaul, KOS, Deadly Reentry, Kerbal Construction Time, Remote Tech, Fasa and others). But now i have ksp 1.2.0 and i have search for this mods for this version some of them don't work. RSS and Realism overhaul are the most desired and i can't find a version for ksp 1.2.0. Can some one help me? Also i have KOS code for automatize many things (Libraries), Ascence, Lunar injection, Lunar landing, Deorbit and Earth landing, antenna and science manipulation. I have some organization and utils for KOS (I'm software engineer; so i have created many things and automatic initialization using boot file). It's if some one would want to have this code or idea because maybe you love to do this by yourself; like me. Cheers Albert.
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