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Lilithvia

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Posts posted by Lilithvia

  1. On 6/5/2020 at 1:47 AM, KerikBalm said:

    And its still one of the fun things now.

    Before Breaking ground, subs had to use jet engines, and were restricted to Kerbin and Laythe (plus mod worlds with O2 atmospheres and oceans, so not Tekto), but not Eve.

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    Laythe:

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    After breaking ground, you could have subs that use electric power, and thus their buoyancy doesn't change, and they work on Eve:

    (I wish I had installed scatterer for these images)

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    So, in my opinion, with the latest DLC, they've made submarines *more* viable without any use of mods, so I'm going to have to reject many of your assertions.

    How do you know the intent that squad had? If that was their intent, why is there a simple option to turn off part pressure limits?

    Why can you still make submarines, even if they have a depth limit?

    Maybe it was to add some realism, and have craft have a crush depth, more intended to get players to avoid ridiculously high dynamic pressures, or to add a crush depth to Jool?

    I would very much like underwater colonies to be possible. Exploratory submarines are already possible, but dedicated parts would be nice.

    A lot of fallacies in your post.
    There's like nothing for ballast unless you rig something using ore, and we know the intent because the pressures patch came at a similar time to between Scott Manley making air valve ramjet engines and intake air being patched as a resource so that it couldn't be drained, except a very public minority were doing it, and not just our favorite astronomer turned KSP player.
    And crush depth was already a thing for Jool, Sun, etc.

  2. One of the fun things back in the day was building a submarine in the SPH, driving it to the beaches surrounding KSC, gently lowering it into the water, and exploring the depths of Kerbin's oceans. Squad didn't expect this, and reacted the wrong way, releasing a patch NOT endorsing this, but to keep players from engaging in this activity, adding pressure values to each and every part, that, when exceeded, the game just deletes the part. This was the wrong move, especially with the intent Squad had with the patch. 

    In KSP2, can we, instead of this reactionary "oh this was unintended, fun detected, removing" typical of a Activision Blizzard game, can we instead get Kerbal Submarine Program restored by adding parts and such specifically for aquatic activites, from exploratory submarines, to entire underwater colonies?

  3. Hey. Sorry for the inactivity and lack of updates.

     

    I was in the middle of classes for the past eight or nine months for mechanical engineering at one college, and Automation technology at another, and that took up a lot of my freetime, to the point it didn't feel worth developing when I was so busy, and was somewhat burnt out dealing with the legal issues Squad requires to keep mod threads like this up.
    I apologize for not communicating that earlier, I was afraid that I'd either 1), backlash and angry responses [Probably not likely], or 2), laughed at.

    I might have overreacted there.

    In addition, the parts I had been working on (Like the atriums that you could walk kerbals inside of) were lost when my old hard-drive failed and burnt up.

     

    However, I've had several months in the meantime to decide where to go with the mod, and am excited to announce that I will be resuming work on the mod 100% by myself. I've got a lot of freetime this summer, so I can't wait to get into the thick of things, starting to introduce resources like Mana and Fel, and among other things, get this mod fully working and operational!
    One of my first priorities is to get existing parts that either have placeholder models or need other development work up and running. Used to have the wonderful @AlphaMensae to help with that, but he's back to coding his absolutely amazing mods, and so I'm excited to dive into Unity to do these things myself.

    From your local galaxy,
    Lililthvia.

  4. On 8/24/2018 at 5:06 AM, Aeroboi said:

    You ask 2 questions into a single sentence. How interesting :0.0:

    I'm going to answer these 2 questions in reverse order, because lets get all disturbed :confused:

    Answer to contract Question. Contracts have a expiration date. I think it's healthy to have such a thing. Logistics (which spaceflight is) is also economical. And whether it's launching tourists into space or knowing your local supermarket is going to be resupplied with tacos, sodas and broccoli each day it does need to happen based on appointment and schedule. Which is why such a system is in place, I guess... If these things are a nuisance you should just keep track of the contract expiration dates which the contract clearly states in the mission control building. Otherwise you can play sandbox mode instead of career. Then these tasks of management are not required. You may like this better! Nobody is forcing you to play career, ya know?

    Answer to drone core question. Well, one could ask why there isn't a substitute of any part and its variety of form factors? This can include a probe core of Mk3 size as it is lacking in the requested size.

    My answer to my own above question which should answer yours i.m.o. is that parts in ksp are used with a intended function or build concept. Of course the freedom to use any part outside it's intended function or build concept is up to the user which could use it in infinite ways as far as creativity goes.

    For a proposed Mk3 drone core you should ask yourself, why is it necessary to have this?

    A drone core fulfills one function in this game, and one only. It is to have remote control over a vessel and that only. The difference in between other types of drone cores whether they're 0.625, 1.25 or 2.5meters is the stability assist/autopilot functions, amount of electricity onboard and reaction wheel strength.
    In my opinion nothing other then a Probodobodyne-OKTO2 (smallest drone core available) is required to remote control any vessel because even if my craft is far larger and heavier I could use both SAS and Electric charge utilities required by large using the seperate reaction wheels or battery parts themselves.

    In terms of weight efficiency it is better to use a small Mk 3 cargo bay, put a drone core of your choice (mine is the OKTO2) inside with batteries, reaction wheels (assuming you would want to) and all the other equipment like science experiments inside.
    You usually would want to bring any such hardware along for your ride regardless so whatever you intend to install inside any of your onboard cargo bays any small drone core could be tucked inside easily.

    Conclusion: By all means, a separate Mk 3 drone core is just a scaled version of a already existing drone core that by itself is going to be heavier and therefore less economical to use then using a smaller one. And since you can use the smallest drone core for a craft of any size or weight you should ask yourself why you want a Mk3 drone core in the first place?
     

    a Mk3 core wouldn't just be a 3.5M core. Mk3 also refers to the specific shape that Squad's shuttle parts have, just as Mk2 refers to the hypersonic-capable parts that are 1.25m tall*2.5m wide*Xm long

  5. Hello, I am Lilithvia, head of the Azerite Systems mod team.

    We are currently in deep alpha, but that's beside the point. We are looking for a modeler capable and willing to do nature-themed landscaping and such for some of our Atrium parts, and eventually things such as Night Elf command pods and structural parts.

    I will be doing the initial work on each part, setting it up and such, all you will be needing to do is model trees, leaves, or other nature-y things into the part as needed.

    You will not have to set up colliders or work in Unity unless you absolutely want to, and will be working on a team with several others.

     

  6. On 8/5/2018 at 1:39 PM, Snark said:

    Hi @Lilithvia,

    In keeping with the add-on posting rules, can you please provide a license?  You don't currently list anything.

    Per the rules, your mod needs to:

    1. include a license file in the downloadable zip (it currently doesn't)
    2. identify the license wherever you make it available for download (e.g. in the OP of this thread-- it currently doesn't).

    Thank you for your prompt attention.  :)

    We will be including a license as of 2.1.8.

    As of now, we are currently waiting on a response from Blizz on what kind of license they will allow, as things such as Warcraft belong to them.

    Also a sneak peak at one of the newest parts being added to the mod:

    https://cdn.discordapp.com/attachments/469262207629131786/476196088068702238/2018-08-06_20-09-14.mp4

    A tank for Azerite.

  7. 2 minutes ago, HansonKerman said:

    Banned for thinking that the cutest Fairy-type ever, Flabébé, is useless. Use her against a Dragon-type someday.

    Banned for not writing in Lucinda Sans Unicode.

    @KerbolExplorer has been unbanned due to spelling Pokémon right.

    :D

    Banned for writing in Lucinda Sans Unicode.

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