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JcoolTheShipbuilder

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  1. Hello! Im new to scripting, and Im trying to figure out how to get a vessel to be spawned. I slightly understand what happens with VesselMover's vesselspawn part, however i am unsure of how to get a vessel to just spawn with a keypress at world origin to test out spawning a vessel.
  2. Granted, but you are now always frustrated it is 120 fps and not 121 fps I wish for a rock
  3. Using the HX fairing pieces as landing pads? Havent thought about that, pretty cool idea! Inspired by NASA's "all wing oblique wing supersonic transport", I decided to try making it myself! a smaller version ofc since stock rotors are weak yea idk what they were thinking, seemed perfect for KSP! unfortunately, stock rotors were more glitchy than i remembered. this resulted in one engine rotating awkwardly or just spazzing out. I had FAR installed, so it got stuck in a dive welp
  4. Granted, universe whizzes by you as time goes far into the future. after billions of years you witness the last star being born, a trillion years later, you see it die. As the universe ages to the extreme, there are now balls of iron that slowly fuse over 10^1000 years. After an indescribably long amount of time (somewhere around 10^10^1000 years), you evaporate. I wish for an all wing oblique wing plane
  5. Granted, it is a portal gun to the Minecraft nether, where hundreds of fires will spawn from. I wish for a pancake plane
  6. Granted, but a glitch bans every single user EXCEPT for that one I wish for a stick of uranium
  7. granted, it is grilled on only one side. I wish for Jebediah Kerman to wish for something
  8. Granted, the last corruption is the most boring thing ever, the hot chocolate was one tenth of a degree too warm. I wish for... a pea
  9. Granted, but its barely sticking out, upside down, in solid bedrock. good luck getting it out I wish for a paradox that comes from wishing for more wishes but the wish fails but in a strange way that results in a cup of tea appearing. Basically, I wish for a cup of hot chocolate
  10. Granted: You incorrectly specified that the "hydrogen lifted Zeppelins" are fireproof, not the hydrogen itself. the hydrogen then spontaneously fuses, vaporizing everything within 2km of the nearest Zeppelin I wish for... hm... more moons
  11. After accidentally making a cool looking lava moon initially before making it a hyper-acidic moon. I then thought about making Creui's atmosphere half as tall at 90km instead of 181km for a few reasons. (main reason is that it kinda looks a little odd rn with the very high clouds after the "omg i made my first scatterer planet!" feeling wore off) I downloaded FAR and tested some shuttles The one I used mainly was a bit faster, but went into an uncontrollable spin So I then added some stuff to stabilize it. It flew... slightly faster than the original. I then found the wave drag part of FAR, and decided to try making a craft with the lowest wave drag as I could. And now, here is the big shuttle! about 1.25m at its widest, and has a wave drag area of just 0.11m^2 compared to the previous shuttle's 0.3m^2. It looks like a waverider, but does not act like one. It has two juno engines, can fly at mach 1.3. This shuttle can carry 9 kerbals compared to the 2 the previous could. the cruise characteristics, twice as fast. On landing, it is too aerodynamic, so I tried adding a parachute, but they refused to deploy, even if i was flying a few meters above the ground with blue icon. So I added airbrakes. The biggest downside of this shuttle? When its fully loaded, its stall speed is 135m/s, which can be an issue.. I then did an orbital test flight! In orbit with extra fuel! i didnt bring the kerbals this time. It was here I realized. a kerbal design flaw. Due to wave drag optimization, the solar panel ended up behind the engines, resulting in this situation. Turns out, with FAR, you now have to pay attention to the angle. Reentering at slightly too high of an angle results in it hitting the thicker part of the atmosphere too fast and blowing up. Also turns out the atmo curve was broken where the pressure spiked to 3atm just below the ksc resulting in a wall of drag. so i fixed that too. Did a successful landing. the airbrakes helped a lot, as well as the much lower stall speed of about 100m/s I then proceeded to make an enormous nuclear saltwater engine called the "Crucible" A kerbal inspecting the giant engine It is extremely powerful and efficient at 259,000kN and 137,900s. (its a new part so it currently just uses liquidfuel) However, at its non-tweakscaled size, the engine is 15m wide, 58m long, and weighs about 4900t. It is meant to be built in orbit on enormous ships.
  12. Granted, but helium is now flammable so no Zeppelins I wish for.... giant parts in ksp
  13. Currently, the game sometimes doesnt feel alive, like.. you can get a LOT of stranded kerbal contracts! Where are all the vessels?! There may be a 50% failure rate because kerbals, but that still leaves a lot of potentially functional vessels out in space you have explored. The NPC ship idea could be that after entering orbit around a body and returning back to Kerbin, there is a small chance when exploring that body again, a vessel will spawn in orbit within a few thousand km of the active vessel. They would be owned by the different companies from the contract system (the ones that seem to always get kerbals stuck in space). The vessels would be from a library of vessels like the repair contracts are. There would need to be things in place to prevent the player from controlling them, maybe like just outright locking controls. And that there would be reputation penalties for significantly altering their trajectory or damaging them (likely doable). Basically, you can either track in tracking station, or intercept it and load it that way before tracking somehow, then it would despawn either if you havent chosen to track it, or if you have chosen to stop tracking it just like asteroids in the tracking station this would scale with how much you explored the area, like.. at first you would see just simple little rockets similar to your early game stuff, then later on it would be a variety of space stations. You might be able to borrow some fuel out of a fuel depot if it is possible. they would keep their names after undocking with the naming priority stuff and will despawn if you let them. Not sure how doable NPC ships would be, but would be a neat addition.. Perhaps there could be contracts for refueling some vessels. the bigger wrecks idea? Simply have the game choose from a library of vessels, destroy a non-crew part, spawn a kerbal in a part that can hold crew (and make sure the kerbal IS in the part that is able to be spawned in). Doing this instead of just spawning a single crew capsule part with one kerbal inside would add a bit of variety. For these ideas, the game should check and make sure the vessels being spawned in are using only unlocked parts, and maybe scale with how much you have explored an area... Just some ideas! let me know if these already exist!
  14. Ok, so I made Procul today. Procul is the 7th planet in the Dini system, and is the largest at 5700km radius. Slightly smaller and less massive than Jool. It is an interesting pink color with some rings. it also has a 10 degree axial tilt. Sanden Kerman on EVA looking at Procul. The night side of the planet The usual very-lit-up-rings-filling-the-entire-width screenshot Due to this tilt, Procul has "seasons", with the ring shadow sweeping across its surface over the course of its 14.2 kerbin year orbit. There will be two moons, one minmus-like moon in the ring gap, and a second Titan-like moon orbiting further out. This planet does show similarities to Saturn, being slightly smaller than Jool (Jupiter analogue), has a large tilt, has one major moon and rings. Procul also has some pretty blue aurorae! With the freighter in view because y e s. (This kinda looks like a sci-fi movie shot with the ship I guess?) I am still pondering how a 'sector view' mod would work, where in a preset config, the orbital camera can rotate to the new 'axis', where if there is a planet like Procul with a 10 degree tilt (or something wild like Caeruleum with an 80 degree tilt), the view could rotate slightly. It could be done with vector stuff but I honestly cant figure out exactly how the ingame camera even works. in the code. Procul's 10 degree 'tilt' is achieved using a simple EVE cloud layer, where its an opaque layer of the same texture as the planet itself, but offset and rotated on a tilted axis. The rings (and soon two moons) also orbit at about 10 degrees.
  15. Well.. I havent worked on this mod in months, but I did recently separate Estrela Dobre and Excelsior from the rest of the mod. At the moment, yes, it replaces the kerbol system.
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