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jandcando

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Everything posted by jandcando

  1. I already posted about it there. I think DMagic is a little busy at the moment.
  2. @DMagic made a wonderful tutorial on creating KSPedia entries. Follow it, and you'll be on the road to making them yourself in no time!
  3. Wow how have I not heard of that before? It looks amazing! So many planets and stars, though. That could take a long time to make pages for all of them, so I'll get back to you on that. I love the Don Quixote references
  4. Oh, I see. I'll put that on my to-do list for the next version! Yeah over on Reddit, someone asked the same thing. I don't think an Outer Planets version of Planet Wiki is out of the question, I'll just have to familiarize myself with those planets (I've never played it before!). Also, could you tell me what IA-Revived is? I've never heard of it before. All this reminds me, I should do one for Real Solar System!
  5. I agree, altitude for synchronous orbit should definitely be in here. However, I'm not sure what good knowing the orbital period would do...
  6. Ok, the first draft of Planet Wiki is done now! Pictures are coming soon, but here is the download link: https://www.dropbox.com/s/rh5s38nmakcxxtw/PlanetWiki.zip?dl=0 You can also find it in the thread, of course.
  7. Alright, the download link is here! Draft 1 of Planet Wiki: https://www.dropbox.com/s/rh5s38nmakcxxtw/PlanetWiki.zip?dl=0 Feedback on the layout would be welcome, too. I don't know if I should stick with the format of having the moons nested under their parent planets or not.
  8. Here is an update on my progress so far: I have a nice-looking template I'm using to make each page now, and I have pages completed for The Sun, Moho, Eve, Gilly, Kerbin, Mun, Minmus, Duna, and Ike. Here is a screenshot of Kerbin's finished page: I'm now working on the rest of the planets, which will take some time to finish. Download will be available soontm
  9. I should probably be honest with you guys (and myself) right now... I kind of lost my passion for this mod. You guys have been great and you seem to like my work, but I can't find the motivation to keep going. I thought I would be able to make 3D models and get the mod ready for 1.1.2, but I discovered something about myself: I really hate making 3D models. I like using parametric design tools, but I find that things like Blender and Wings3D are just so much hassle. I had a fun time with the coding, though. Anyone who wants to become the new "owner" of Impossible Innovations is welcome to PM me. My vision for this mod is a dumbed-down version of those radioactive/fusion engines like the ones in KSP Insterstellar. Stuff that is really powerful, but not as grossly overpowered as it is now... Of course, I do notice that the grossly overpowered are something that people really like, so I think those could stick around for use in sandbox mode. They are pretty fun to mess around with, after all. You guys have been great, but I think it is time for me to move on to other things. I hope you understand because I do feel pretty bad about this.
  10. Hey @DMagic, do you have any idea how to convert the Kerbal Maps coordinates into latitude and longitude? There isn't much point in knowing the high/low points unless you know where they are. (They MIGHT already be that way and I'm just really stupid) Disregard that message above, I figured it out.
  11. Sure thing! I'll put in the relative optimal phase angle to Kerbin and the delta-v needed to make the transfer. OK! I made a new version of the pages with the tweaks/additions suggested by @DMagic and @Waxing_Kibbous!
  12. I really wanted to have a readout for the high and low points of terrain, but I don't really have a way to find that. The KSP wiki doesn't have that information for every planet. Could I use SCANsat to find these things? Also, your advice on the layout is greatly appreciated! You can expect those tweaks in the next version.
  13. I don't have any download available yet, but I plan on finishing the first version of Planet Wiki whenever I can. You can check it out here:
  14. I agree, a delta-v needed for takeoff/landing would be rather helpful to know. Atmospheric height can be read as the border between "Flying High" and "In Space Low", but I'll make a separate readout for it anyhow since it is a bit obscure at the moment. Thanks for the feedback! --EDIT Alright, I added those two things to the template! I'm ready for more suggestions, like what should be put under "Surface Info?" I was thinking stuff like number of biomes?
  15. I made a little "mod" that I have wanted in the game for a while now: Planet Wiki, a KSPedia-based mini-wiki that contains useful information regarding the planets such as science multipliers in different situations and the border between "In Space High" and "In Space Low." The kind of stuff you normally have to go to the KSP wiki to find. Here are its pages: http://imgur.com/a/H3RdP Download Links for Stock version (v4.1): ~Thank you to Avaborg for working on this and getting it working for KSP 1.9.1 after all these years~ Spacedock Curse Dropbox Links for Outer Planets Mod Edition [KSP 1.7.3 and earlier, OPM has changed since this too] (v3 page layouts): Spacedock Curse Dropbox So far the pages are populated with the following information: A picture of the planet Pictures of the planet's parent body and moons The planet's in-game description The science multiplier in different situations at the planet The altitude border between different situations at the planet Orbital Period The planet's orbital inclination Semi-major axis needed for synchronous orbit The phase angle for optimal transfer delta-v needed to (safely) get to the surface from Kerbin's surface delta-v needed to land/take off delta-v needed to escape Surface gravity in g's Height of the atmosphere Number of biomes The highest and lowest point on the surface, with their coordinates The Sidereal day length Efficiency of solar panels on planet's surface (as opposed to Kerbin's surface) Minimum and maximum distances that the planets can be from Kerbin Body Radius (Moons are included, too!) If you like my work and want to support this project, donate! No amount is too small.
  16. I'd love to work on Impossible Innovations, but life is a bit crazy right now. ...This whole month is going to be super busy now that I think about it. I'm trying not to spread myself too thin, but it is really hard. Development will have to slow down for now until I get my life together, then I'll get back to work. Thanks for the support, everyone. It means a lot to me that you guys like my mod so much.
  17. I just wanted to make a little correction: the dependencies are listed under Unity Assets/XML/*_bundle.xml , not *_kspedia.xml. Also I've updated my Delta-v Map according to your last post. Squadcore is no longer a dependency!
  18. Yep, it just goes into your GameData folder. You can make a folder for it if you want, it doesn't really matter as long as it is in anywhere in GameData.
  19. I'm trying this now, since it was unreadable in the game when I tried it. I've set width to 2048 and height to 1962 to accommodate the full height of the map. It works! I can read the map now, and the scroll bar magically put itself where it needed to be. Here is the .ksp file if anyone wants to have it (Dropbox link): https://www.dropbox.com/s/z3p6kjrgj6zt55n/deltavmap.ksp?dl=0 I really like that idea. I was thinking about starting a sort of reference-based mod myself filled with KSPedia entries. Stuff like where exactly is the cut-off like between "in space high" vs "in space low" for all the planets, and science multipliers. The kinds important of stuff you usually have to make a trip to the KSP wiki to find.
  20. Alright, I'm trying again with a totally blank Unity project. Here I am so far: Well, it worked this time. I'm guessing this is all because my other Unity project has lots of old stuff that wasn't properly brought to the new Unity version or something... Starting fresh is always nice to do every now and then.
  21. Pressing "build" on the Asset Compiler window crashes Unity and gives me a Microsoft Visual C++ Runtime Library runtime error. I'm running Unity 5.2.4. Do I need to use a different version? EDIT Here is a screenshot: I'm trying to make a small KSPedia page that just has the Delta V subway map made by Kowgan into the KSPedia. So the background image is just a stock background image with the delta v map edited onto it EDIT 2 When I re-open the unity scene after it crashes, lots of scripts in multiple gameObjects are broken. They say "The associated script cannot be loaded. Please fix any compile errors and assign a valid script." This affects scripts in the Canvas object, the EventSystem object, and all Image objects.
  22. Here's a quick update on my progress toward updating for KSP v1.1. Allow me to copy/paste a block of text that I sent in reply to one of you guys asking about it: "Thanks to the 1.1 preleases, my mod is about halfway there to being updated right now. The only thing in the way is making new part models for certain parts that 1.1 broke. While I can't give an ETA on full 1.1 compatibility, I can point you to Impossible Innovations' GitHub page, where the project currently works with 1.1. You just need to install the dependencies separately and avoid using the hydrogen tanks/ converters. They will both fall through the ground, as they have no colliders (1.1 broke them). I'm working on new models for these parts, and when that's done I can update the mod." I am currently working on the new model for the hydrogen isotope converter. Here is my rough sketch: https://drive.google.com/file/d/0B-NwmbohginYalZjbUtDQU4tWFk/view?usp=sharing I'm really wrestling with Blender at the moment, so it took about an hour of work to get this far: Progress is going to be slow-going for a while since real life is getting in the way, as usual.
  23. How could I make the nozzle itself move with thurstTransform when the engine gimbals? I know I have to make the nozzle as a separate mesh, but should that mesh get a collider? What is the setup for these kinds of parts?
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