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colmo

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Everything posted by colmo

  1. 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. 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.
  2. I've waited years for this to happen! Delighted to finally see fruition (I'm totally claiming credit for the tip-off...:P) How exactly are you going to manage spawning and loading? Will the aircraft suddenly appear/disappear on a lift on the top deck, or will there be some manoeuvring required to get the planes up and down from below deck? Edit: Next idea, a boat for launching exploration subs and and undersea mining rigs...
  3. Life comes first. As a watcher of mods, I've learned patience. On the matter of expertise, what kind do you need? I may know someone, or might know myself.
  4. This is a repost of ideas I had on the KKS thread, but may be better suited to someone interested in Kerbal careers, progression and life support. I note @RoverDude popped up on @maculator's promising Colonists mod, so apologies for pinging you but I can't think of a better qualified modder!
  5. It needs Kerbal Konstructs to be updated first.
  6. FYI, @Eskandare, I'm not seeing CVX listed on CKAN.
  7. As long as you use a 'close-enough' approximation, I doubt anyone would mind - boats usually have a lot of fuel. Any such guestimate would ignore things like time spent to get up to speed, and speed loss due to turning. E.g. Calculate fuel consumption of all active engines at, say, 60% throttle at sea-level ISP. and multiply by the time it is active. Figuring out speed is actually trickier - perhaps a training mode which records the speed at which the ship plateaus at full throttle (Let's not worry about cheaters slapping SRBs on to do a Volkswagon...), and thereafter use fractions of that figure? If you dock or detach payload (a submarine, cargo, a tug etc.), it might need retraining.
  8. Whitecat's mod was relatively simple - it didn't do route mapping. There's nothing in his mod that yours can't also do, with a few tweaks. E.g. Needs checks for contiguous water bodies, 'splashed' status, upright and functional engines, a minimum depth check (there's a few rivers with an annoying sandbank making them impassable from the sea). I think what his mod did do was accurately calculate fuel expenditure.
  9. I'm glad someone referred @Whitecat106's maritime navigation mod to @RealGecko. I posted a few ideas to that thread so hope they're still useful - there are a posse of maritime modders who would really like the support.
  10. Beautiful work, @SpannerMonkey(smce). Do I spy a static object in the last pic of the little tug?
  11. Really not a problem. My old ID carrier habitually got close to Mach 1.
  12. Just checked back on CKAN - 40 mods more up to date for 1.2 than this morning!

    Ah, Roverdude just updated his mods...

    1. RoverDude

      RoverDude

      They were updated day zero...

    2. colmo

      colmo

      Sorry, CKAN just realised Roverdude updated his mods....

  13. I've lost count of RoverDude mods. The man is a machine. This looks great - it replaces IR, and complements KAS, KIS and EPL very nicely. Instead of building a base all in one go, build it a section at a time, starting with the most urgently needed modules. It's worth plugging @Eleusis La Arwall 's Keridian Dynamics fundament part - lay a concrete base festooned with construction ports and fly in or build in situ the modules to place on it. I think it detaches surface mounted parts as it is functionally a launch clamp, but items attached to the central node stay put.
  14. I spent weeks doing this to develop ground attack planes, might be last year. I have a few stashed away somewhere. A wee tip - you can bind most of the controls to the stage action group - one tap and they're in the air and under AI control. The only thing stopping the AI from taking the planes straight to the target with no human intervention was a lack of ability to set a GPS target as a fly-to coordinate.
  15. Here's some I made earlier. The JSF challenge was the one I most wanted to see. Later in the same thread, the discovery of how radar worked opened up more ideas:
  16. Hi @inigma, I'm back after a break. You'll remember my idea of aircraft carrier missions (which I think you implemented?) - well, @Eskandare has a huge, low part carrier mod crying out for GAP compatibility. The contract could spawn a (airparked aka 'landed', not 'splashed') CVX carrier for missions, and could despawn it once the mission is done and out of physics range. Another thing to help spawn objects on the surface would be the Fundament part (a concrete slab that works like a launch clamp but has a node to build on which doesn't decouple) of the Keridian Dynamics mod by @Eleusis La Arwall. As contacts would be spawning it in situ, I don't believe it would need EPL.
  17. I wonder how much of Infinite Dice's carrier accessories still work? He made an arrestor system, was working on a catapult, and even made dockable landing gear (found in the ICE mod). It was my idea to use klaw code on landing gear to join plane to ship. @Fengist was in contact with him, not sure what became of that.
  18. A long time a go, I innocently suggested you make your KK carrier into craft parts. I never expected something as magnificent as this...
  19. @Eskandare might find this useful for...reasons. Has anyone tested it in 1.2-pre yet?
  20. There are non-regex search functions too!
  21. In that case, a utility like Wingrep will help speed you up. It allows batch processing of text files and can use regex search parameters. Very handy.
  22. How about using an MM patch to apply the fix to all sub parts?
  23. @taniwha posted an explanation of survey stakes. It may help fix how Fundaments spawn:
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