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Ekku Zakku

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Everything posted by Ekku Zakku

  1. Lol, and I consider myself to be better than Scott Manley in some areas... XD Also here's the thread for water circumnavigation, if anybody is interested: http://forum.kerbalspaceprogram.com/threads/25016-In-search-of-Ferdinand-Magellan
  2. Knowing how to water is harder than any of those, srsly, save some precious time out of your life and go with the faster option, if you can figure it out XD circumnavigation by water was a blast!
  3. If you want to do a circumnavigation without flying, the only way to do it is by boat. Me and two or three others have done the journey, and we have a thread for it as well, but I can't look it up right now since I'm at work. I'm sure a quick google search will find it though =3 Anywho, going around 120-150 m/s most of the trip will take between 10 to 13 hours. Way better than 52 hours, if you ask me =P it was quite a rewarding journey though, I definitely recommend it =3
  4. Awesome! Thanks for doing that yourself while I'm still working on the save system, still having some difficulty with it and I'm also busy job hunting. I'm gonna take Squad's route and not give any more hopeful release dates... lol. I'll get there, eventually. Everybody, please feel free to modify the source code to meet your needs while I'm working on the next update! I don't have anything against that XD
  5. Hey guys, thanks for your input! Testing really helps me out since I don't have a lot of time to do so myself, and it's great that I'm getting the input that I need. I think I can double the launch times pretty easily, I just didn't want to make them too high due to the time warping; 40 seconds of waiting to put a massive rocket on the launch pad would be a pain. Current build times are based around that. I suppose I can make it an option for the next update, since I'm working on save files as it is. I'm going to do my best to try and get around time warping using the game's time warp and do it instantly as well, but that will likely be a later feature. Christmas and New Years has been quite busy for me, and my girlfriend is visiting until the end of this week, so it will be next week when I get to the next update most likely. Just wanted to let you guys know since you all have been discussing =3
  6. I know I don't need actual buildings, I was just thinking it would be cool later on lol. I'm sure something of the sort might be doable with KSP in the future. I'm not too sure what I would need in terms of programming help right now other than having somebody jumping in and doing GUI's or something, idk. Not really in the need for pseudocode or anything lol. C# is super simple though, I definitely recommend picking it up =3 Also bah, assembly is easy, just takes way more time XD
  7. Oh yes, Patupi, these are all amazing ideas... I hope if they do implement the whole KSC building destruction thing mentioned a while back, that there will also be a way to add buildings to KSC itself; that would definitely fall into the ideas you just posted. If not, then a lot of those ideas would still be wonderful when costs get implemented. Mass production would have an initial high cost to start, but will create the vessels more quickly. Oh goodness, getting so ahead of myself on this thread lol. As for the next release, I'm having difficulty getting a save system to work (which is crucial for having a construction list), but I think I'm just going about it all wrong. I'll see what I can get done over the next busy week though.
  8. Oh ok, thanks! That was what was getting me then XD
  9. Fuel Crossfeed Capable was also taken off with the UI, I noticed. Looks like it still needs some work XD (I also can't stand the borderless GUI's lol). Dry mass is pretty important for calculating dV by hand, and I use that for quite a few of my interplanetary vessels. I'd definitely like it back =P
  10. The problem with setting Universal Time in-game straight to when it's time for launch is that any vessels that have an SOI change will have very strange orbits afterward. This was the problem I ran into with my earliest implementation of the mod. I don't see this as currently being a problem though, since my built time algorithm is quite short and the largest vessel you can even hope to create will only take around 20 days to build, and at max time warp, that'll only take about 20 seconds of real time to warp through! I can possibly get around it in the future by keeping a running log of every vessel's orbit and when their SOI transitions are, but that will take a bit of time. It also means that the mod won't be drop-in compatible with existing saves, since every vessel with an orbit will need to be switched to in order to log its orbit. Currently just a minor limitation with the game. Thanks for your input though! I think it will be compatible when I'm finished with this mod, I'm not sure what integration would achieve. Ah, it appears a bug has cropped up there... Thanks for letting me know! I'll get a hotfix out real quick. That's my current way of denying launches until the ship is "built". Pressing "Warp to launch" and letting it go until "Remaining build time" says "0 days, 0 hours, 0 minutes, and 0 seconds" should then replenish fuel and electricity and you should be ready to launch (And this is where you can start the countdown for the previous mod you mentioned as well ), but something went wrong and I must have broken it lol. Once you see "v3.1" up, download it and it should work as intended. Sorry, forget the hotfix for now, I've currently gotta head out, have an appointment, but if you want to get around this bug, press the "Warp to Launch" button when construction is complete in order to fill the vessel up with resources. I'll just put off the hotfix and instead focus on the next version which will fix the problem entirely. Thanks again for letting me know about the bug! In my next release version I should have a construction list implemented, and when you press "Launch" from the VAB or SPH it will be removed from the launchpad entirely and can't launch until its construction is complete in the list (note, when this is implemented, having one in the construction list will not hinder the speed of another rocket in construction list, I feel like that wouldn't be very fun for gameplay). That'll be a much better system XD
  11. Of course! I just consider a vessel list a key feature to make the mod a beta, but I will still consider it an alpha until I'm sure it's in a releasable state and where I'm happy with it =3 Also I just said sorry because it was (I felt like) a long gap since I last said anything XD I don't feel rushed or pressured other than from myself; I'm trying to push myself to get out of my usual lazy mood when I don't have work (which I spend watching YouTube videos and playing games all day), and actually do something productive programming-wise. This mod is, after all, a programming project so I can improve my skills and be comfortable as a programmer who will be going into the workforce soon. Me being lazy with programming is a sign that I'm not where I need to be! I need to take the initiative on my days off y'know~ Anyways, I didn't get called in today, and I'm feeling pretty productive; time to get to work! Thanks so much for your input, diomedea
  12. Updated to Alpha Version 3; sorry about the wait, had to deal with finals, work, and being sick over the last week =P I'm not scheduled to work again until this Friday, and if I'm not called in to work at all, I should get the next update done by then. I really feel like a vessel list needs to be done next, so I'm going to work on that; that's the key feature to get this mod into Beta I think. Once that's in, I think it'll be quite usable as a mod, and the rest of the features will just be some nice polish =3
  13. Found out the problem, and it was indeed the GameScenes. I had to include both GameScenes.EDITOR AND GameScenes.SPH. I hope Squad fixes this in the future, having "Editor" and "SPH" are a bit inconsistent; definitely needs "VAB" added and "Editor" mean either scene. Thanks for the advice, I took a look at that previously and felt that I was fine just using KSPAddon with the "once" parameter set to false. It works for me currently, and it's what Kerbal Alarm Clock uses (which my mod is quite similar to in certain ways), so I'll stick to that unless something comes up later =3
  14. Anybody have any idea why using "KSPAddon.Startup.EditorAny" only works for the VAB and not for the SPH? I know I can just do one for each, but using EditorAny seems like a much nicer approach... EDIT: actually this might not be EditorAny giving me problems, but GameScenes. I'm just not getting things to show up in the SPH that are working just fine in the VAB =P You can try: For radar altitude: FlightGlobals.ActiveVessel.GetHeightFromSurface() or FlightGlobals.ActiveVessel.GetHeightFromTerrain() For Vertical Velocity: FlightGlobals.ActiveVessel.verticalSpeed to play sounds, I'm not sure, but there should be a Unity or KSP Plugin tutorial out there that will help you there =3 Google is your friend!
  15. Yeah, I think it's just a fallacy; performing a operations on 64 bit values obviously would take longer than 32 bit values, unless the CPU is made for 64 bit operations in the first place. 64 bit operations and far higher are possible to do on 32 bit CPUs, but it requires more cycles and does it in a less direct way. It doesn't make sense that it would be slower on a 64 bit CPU.
  16. There is one on the SpacePort page, albeit a bit small. It pretty much shows all of what the mod currently consists of though. I'll put some more detailed screenshots on the opening post to show how it looks when it gets to a more complete state.
  17. Thanks for your input! I'll definitely get around to doing #1 for the next release, this is my first mod after all and I know I'm missing a lot of things XD I think with #2, something like that might be done, obviously a standard launcher is going to take less time to make since it's essentially coming off a production line. I'm just not sure how to implement it yet, and I'd just like to get more generalized features working first. I'm also not sure if it will even be needed, due to balanced build times being rather short in general. With a more difficult mode though, certainly =3
  18. I'm going to try to have multiple builds going at once, just add your ship to the list, and it will be ready after x days, and add another one and it will be ready after y days. Add as many as you want, and launch them as they're ready. I might have a slight time penalty for having a large list going, but probably not much. I think currency in the career mode will take care of limiting that kind of thing.
  19. Well, that won't be a problem when I finish implementing the construction list, since it will remove the vessel from the launchpad entirely XD sorry for your loss lol Let me go add a disclaimer...
  20. Cool. I think at the least, I can determine if KAC is running and disable a few things, just so they won't interfere. Also, despite not having time to actually develop this this week, I ended up getting distracted from my school work after realizing some obvious bugs that I felt needed to get fixed right away XD so, you guys can get treated to a better version that handles time warping better, will actually make construction times for new rockets, and overall functions kinda properly now. Conveniently, as required by the bug fixing, I also added some of the stuff that I'll need for making a construction list. I also fiddled with the construction timing algorithm, and got something I'm pretty happy with. I realized I needed a square root algorithm, so I put it in and it actually works quite well, giving me roughly the kinds of build times I felt were proper, based on the discussion over on the "Do you think rocket construction will ever take time" thread. It might need to be lowered a tad, but that can be done later. Let me know what your build times are and how many parts you have, if you try it out, so I can get a broader idea of how long it's taking for what size/complexity of rockets are out there.
  21. Yeah, I just don't think it'll be relevant to time. Dealing with astronaut wages is getting way more into a management game than construction time does.
  22. @Monkey: That's pretty much the point of mods in the first place! There shouldn't be a laundry list of features you want or don't want each time you start a new career. Squad is making a game that's accessible to everyone, is fun to play, but also follows their vision. I believe they stated that deadly reentry was something they wouldn't implement (or at least not currently), and there's a perfectly functioning mod that takes care of that. We can all argue for or against it being in the final game, but it's down to them to determine if it fits their vision. I feel that construction time would be a good simple thing to add that has space program elements, but won't annoy every player or be hard to balance. There's still the matter of whether they feel like the time to implement it would be worth what it adds to the game, so who knows. Also, I don't really feel like the management side of career mode is gonna go as deep as having wages... XD That's something I'm planning on doing, I think it's a great way to deal with those kinds of situations where you just plain forget lol. I'm not sure about the whole lander/lifter thing though, but imo if a player decides to edit their craft that much, then it'll just tack on the required build time for the new pieces.
  23. Again, that's something we've already figured out. Heck, Squad already figured it out by adding the "Revert to VAB/SPH" option. Unless you're the type who follows every failed launch all the way through, it won't be a problem. If you are the type who does that, and likes to have experimental designs, then that would actually add even more to the game. Think of all the experimental planes and rockets that the Air Force and NASA threw out during the course of high altitude testing, breaking the sound barrier, developing rockets to get us to the Moon... They didn't churn those out instantly, one after the other, although they did have a lot of different ones going at the same time I'm sure. So, if you like experimentals, have several building at once so you can test them on a regular basis. That is, if career mode allows that for you. Which brings me to my next point; we're not sure if career mode will allow for so much experimentation, but if it doesn't, then that won't be the point of it. I'm not sure how well that will work with inexperienced players, who pretty much need to experiment a lot in order to learn what will make it into orbit and what won't. For now, we just can't say, but in the end, whether it's in the final game or stuck to the confines of my mod, this feature will be balanced accordingly to avoid the frustrations that you're concerned about. And trust me, even I like to play around and build stupid rockets that I know won't work, but I like to keep those in sandbox in the first place, separate from my roleplay-style career mode.
  24. I'd like to get to that when I'm further along, they will go great together. I'd like to have it detect if KAC is running, and if so, use it. Adding alarms for when a ship is done being built would be great XD it's just not entirely feasible for me to do that right now.
  25. haha I can definitely see that happening XD That's only true if you take into account the current state of KSP's career mode. I feel like a player such as yourself wouldn't entirely like the career mode in its finished form with or without this feature. We're still not entirely sure what the career mode will be like in the end, but I can see it gaining from this feature, and in all likelihood it will. It does add a challenge, it's just an extent as to how much of a challenge depending on the balancing. Having this as a mod first will definitely help figure that balancing out, and determine for players like yourself how to remove any annoyance from it and make it as fluid as possible. Really, the whole game is about roleplaying your own space program. The clamor for more realism is very existent, and this is a simple way to add a bit more with a unique little time element that the game has yet to see; any player in career mode would quickly understand it and take it into account, adding just another little touch to their overall experience. It does add a lot more in Kerbin's SOI than the rest of the Kerbol system, which is conveniently where many average players stick to for a while before they improve enough to go see the other planets. The last thing it should ever be is annoying, and too much of a challenge will no doubt be annoying for the average player, thus why I came up with such short build times (which are still decently long, mind you). The experienced players who want that extra challenge will get in in some way or another if this were a final feature of the game, by either changing the difficulty slider, or if there isn't one, modifying the game. Experienced players such as myself felt the tech tree in .22 was way too easy, thus people modified it to make it harder. It'd be quite the same thing with this feature, I'm sure. Either get balanced and easy, or challenging and difficult (and a bit more realism). Either way, both gain more immersion, even if it won't add nearly as much on the easy side. It's funny, we've both seemed to have taken opposite sides and not budged at all, but from my point of view, I'm understanding all of your concerns quite well yet know there are ways to work around them. In the end, it'll be a matter of whether or not Squad would like to add it, if they feel that it's a missing piece in career mode. Perhaps this discussion, and my mod being brought to attention if and when Scott Manley reviews it (since he's already shown his interest), will show them that there are players that want it, that without it an instant build time is slightly immersion breaking and unrealistic, and might eventually spark them to attempt adding it. With any new feature, there will always be those who hate it. It's been seen many times through the course of development, the end goal however is Squad's vision, and a few people not liking something vs most people loving it will likely be the case as usual (so long as it doesn't ruin gameplay, which is to be determined).
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