-
Posts
1,161 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by colmo
-
-
NASA have made available, amongst other things, an Earth atmospheric model. This may simplify the job of finishing this ambitious mod.
-
FYI @Eleusis La Arwall - you no longer need to use EPL to erect a fundament, allista's Ground Construction should be able to do it instead, and this time, it'll be level!
-
I suggest you check out @Eleusis La Arwall's Keridian Dynamics. The fundament part, a concrete base which works like a launch clamp, could be used to construct permanent, ground attached structures (anything connected to its node doesn't auto-detach if you accidentally stage it).
One problem of the fundament with EPL is it was difficult to get it to spawn exactly level. Would that be an issue with this mod?
-
I've wondered why more people haven't used the editor myself.
Perhaps a popular YouTuber or Twitcher could do a solid and do a tutorial. The editor is a bit finicky but it's perfectly usable.
-
Many small Windows programs work fine on Linux via Wine. I suspect it'll be fine.
-
Who doesn't love a good death zeppelin? I suspect the weapons on an airship would be more likely on the underside, for both centre of gravity and arc of fire reasons. Top opening would work great for helicopters though.
-
I started blabbering about floating Eve bases in the HL thread:
I love the gondola design - it's generic enough not only to create rovers, but trains. I reckon with the right bogey parts (see KSPWheel mod), rail statics and use of Smart Parts, it would be possible to create a train that runs like clockwork, within the confines of physics range limitations (so circuits and short hops).
I note your mod isn't on CKAN - I often find mods for the first time there. -
I note in the video that orbit inclinations are highly variable. I'd suggest making inclination the sin/cosine (however you prefer) of whatever random number is being generated, to bias them towards the plane of the ecliptic.
In the generator, it mentions red stars and dwarf stars - I'm presuming these are red giants and red dwarfs, respectively?
For realism, the stars in a life-bearing cluster will tend to be low-mass. Giant and supergiant stars would probably no longer be part of the same cluster as one that evolved life (they'd be white dwarfs, neutron stars/pulsars or black holes by the time the life forms invent astronomy and rockets!), so perhaps a bias to make the really big stars appear further away might be an option.
The last option to consider is binary systems. That would be well down the development road, I'd imagine! -
-
30 minutes ago, Angel-125 said:
@colmo You can definitely make floating bases:
AirPark will make it possible to run your kerbals around on the deck.
That thing will need some safety rails!
I think @Eleusis La Arwall's Keridian Dynamics parts would make on-base construction practical and slick.
Now, could we mine Eve's atmosphere for materials? I'm reminded of @BobCat's atmospheric mining station. As a Venus analogue, CO2 to ethanol is actually realistic: http://www.wired.co.uk/article/carbon-dioxide-ethanol-reactionCarbon, oxygen and carbon monoxide are also doable: http://science.energy.gov/bes/highlights/2012/bes-2012-12-b/
There might even be particulate metals in the atmosphere of such a planet...we can perform ISRU on land and in water, so in air could be next?
Edit: This blogger has spent some time on this subject - http://selenianboondocks.com/category/venus/ -
I'm loving this modder love-in - yes, I've annoyed @Hooligan Labs and @SpannerMonkey(smce) both with my random recollections and ideas...
I always did want a floating base in the atmosphere of Eve. @Angel-125's Heisenberg might just do the trick - maybe lash a few of those together... -
3 hours ago, mechanicH said:
Is there any way to cut the crew cap on this ship, cuz the GUI is killing me.
KIS generated seat inventories for every one of the 300 berths on the Enterprise!
Go into the Enterprises' part .cfg using a text editor like Notepad and change the max crew capacity of 300 to something more manageable.
-
The Enterprise part isn't included in the 1.1 download, fyi.
-
Everything a train mod needs:
- More advanced wheel colliders (this mod)
- Appropriate rail statics and a working Kerbal Konstructs (AlphaAsh talked about using statics joined by nodes and drawn by splines, @Ger_space fyi)
- A means of controlling ground vehicles without physics, like Bon Voyage.
We now have all mod raw ingredients for a Kerbal Rail System...
-
@Colonel Cbplayer @BlueNightfury00786 @Fr8monkey
I had the same idea in February. Head over to this thread, work has already begun on it.
-
27 minutes ago, Melfice said:
First time I tried this mod the ship worked fine... until I landed a plane on it, and exited to the Space Centre.
When I came back to the ship, with the plane still parked on it, the ship refused to move with the speedometer stuck at 2 m/s. Leaving it running for a while didn't change that, because I'm well aware of the slow acceleration of the behemoth.Is this because I left the plane untethered (through KIS/KAS)? Or could I just have run into a minor glitch in the matrix, getting it stuck in the water?
I haven't had time to try again, to see if it happens every time. So I won't blame you if the answer is "go find out".
You've got it. It sounds like you were actually lucky - leaving one craft perched on another normally leads to explosions - maybe the physics easing in 1.2 helps prevent the more violent results.
Until the hangar mod is incorporated, either stash a hangar on board to load the plane into or devise a docking system. You can use docking ports or the Klaw. Infernal Robotics or the Konstruction mods may come in handy. -
I suggest, @BT Industries, that you log into the IRC channel and start asking questions. There is a channel specific to modders too.
This looks like a useful reference: -
If the API for the difficulty settings is now easy accessible, there's a few ideas here that could be configured using a slider. That was we can modify to taste.
-
9 minutes ago, SpannerMonkey(smce) said:
Bloody great fun, all from google found info , did one from Cat 3208 turbo, hope you have tolerant neighbors or ones you hate, (outrageously loud when run in the garden, didn't sound half that bad in the shipyard rofls) and if you hate them try a pulse jet (easier to make but harder to start) , and if it doesnt make you giggle like a lunatic you aint right .
Look up the lunatic Colin Furze on YouTube. How he hasn't killed himself, I do not know.
-
@BT Industries, how you proceed is up to you. My ideas don't come with licences
As I suggested, all part dependencies should be optional, the core mechanic shouldn't require any parts at all, but parts help flesh it out.
-
15 hours ago, BT Industries said:
What do you guys think of this as the medical bay???
Its licensed under public domain so I'm pretty sure I can use it.
I have no idea how to make it not have Kerbal in it and then change the model back to normal when you put the Kerbal in it.
Maybe with a animation???
I wont be able to do it... not my skill set (yet)
Why oh why did I chose this for my first mod...
(I'll just put this aside for a latter update)
EDIT:
Btw maybe you should update the OP @colmo
2@BT Industries, that mod was actually a space coffin - a fine mod but perhaps not the ideal solution. The Deep Freeze mod has, IIRC, some models that might suffice? Perhaps an MM patch could add medical bay facilities to them?
I wrote the OP in the hope of inspiring someone to pick it up and run with it. It worked - any mod developed from it deserves its own thread, as this is, after all, in the Discussions forum, not Development.
-
Another planted seed springs forth new growth
KIS makes sense for a number of reasons - it's the only way to manage small items like syringes, IV bags, oxygen tanks etc. It should be optional, though - the less 3rd party requirements, the less likely your mod based on it gets left high and dry.
-
On 29/02/2016 at 9:02 PM, CyberFoxx said:
Got a weird quirk with this mod. Linux KSP.x86_64 1.0.5, WASD Editor Camera 0.6.4 installed via CKAN. Everything works almost perfectly, but in WASD mode, middle-click looks around, not right-click. With WASD mode disabled I am able to use right-click to look around like normal.
I just installed the mod and was snookered by this plus the lack of a middle button on my Kensington trackball. That's just unlucky...
I can emulate it with a left+right click, apparently.
-
Thanks for the responses. So making actual Kerbal medics is the simple bit, I think you've ironed that one out.
The hard bit, as has been pointed out, is the injury mechanics.
23 hours ago, garwel said:Well, it sounds very ambitious. I mean, it adds to the space sim stuff like hit points, different types of damage (collision, thermal, bleeding, etc.), healing... You would probably have to modify the game and other mods a lot so that your injured kerbals could not (or could) control ships, operate ISRU, do IVA and EVA, and so on. You would need to create parts like a medical bay (seems RoverDude has already made one) and medical equipment containers.
Another thing in this avenue is illness and, more specifically, infectious disease. What if kerbals could spread one? It would be a serious problem in long-haul flights, stations and bases. You'd need to build quarantine cells to isolate sick crew members and/or heal them.
What I worry about is that it will be just not so fun and way too frustrating.
I think the best approach is to make it complex enough to be interesting, without becoming a micromanagement nightmare.
It's essentially the same as the medic class in an RPG or shooter - Kerbals will get hurt, and if anyone wants to extend that to other ideas like disease, great, but keeping it simple to start with is the ticket. @BT Industries has expanded on my original KKS idea with the Health Generator idea - I suppose different level medics would have different generator strengths.
In terms of fun, I think I mentioned it to @inigma as an idea for GAP - a contract would spawn a wounded Kerbal you had to go rescue, with time of the essence. If their condition was stable instead of deteriorating, then I doubt the retrieval would be interesting. If you want to specialise on search and rescue, then you could dot first aid teams and stations around Kerbal and eventually the whole system.
We already have mod (and now stock) ISRU for making missions sustainable from a mechanical PoV, so it makes sense that you should have a way of sustaining your Kerbals against mishaps as well as your ships. I see it as an extension of the life-support mods.
KSP Acquired by Take-Two Interactive
in 2017
Posted
Called it, a looooong time ago....:)