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Headhunter09

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Posts posted by Headhunter09

  1. On Monday, March 07, 2016 at 6:51 AM, damerell said:

    I expect they'll leak their internal tank like any other. All the oxygen won't (and shouldn't) leak out of the vehicle because the kerbonauts have space suits; they can allow the command module to evacuate if need be.

    Most life support mods have a buffer time from hours to days before Kerbals die from lack of a resource. This represents spacesuits and not needing food constantly. So it's fine if all the oxygen resource leaks out.

  2. I recently remembered seeing a mod a while back that allowed you to generate your own decals within the VAB, including custom lettering and everything. They could then be projected onto the side of your rockets. However, despite 30 minutes of searching, I can't find it anywhere.

    Does anybody remember the name of this or know where I could find it?

  3. This looks really cool! One thing I would suggest is splitting the radiation calculation and the Kerbal damage functionalities in to two separate mods. I'm sure there are a lot of people that would like an open and extensible system for progressive Kerbal damage.

    For example, mods based on 0-g fitness degradation, mental health, et cetera, would benefit from a common system of tracking Kerbal damage. Potentially integrate with CrewFiles?

  4. Don't know any of these have been mentioned before, but here some possible failure modes for the future:

    - control surfaces get stuck

    - batteries lose their ability to recharge/discharge

    - solar panels don't open

    - solar panels don't close

    - solar panel doesn't charge

    - wheel failures: steering lock, motor stuck on, draws way more power than it should

    - antennas draw more power/get stuck closed or open

    Basically any toggleable animated state should be able to get stuck. Manually setting it with an EVA should be possible though (or maybe only sometimes).

  5. Okay okay ... I'll put it back up. It's just that there's something weird about this forum. And it's not just me. On facebook we had a chat about it too.

    The forum is a deep pool, like most markets in the real world. You toss a product in, maybe it sinks, maybe it floats. But you have to give it some time, and give it a push. Don't expect everything you do to become hyper-popular right away, or ever. Even if your mod doesn't become popular, it might help someone in the future with their own endeavors. But again, it all takes time.

  6. Honestly I think using a stock-based tech tree (like CTT) is ultimately going to be harmful to the experience.

    1.

    The problem is that progression is based on a single tree with ever-increasing node costs. However, by taking money into consideration and breaking the tech tree into a number of sub-trees based on the field of technologies required, I believe it could be re-arranged to provide much more flexibility in play style. Here are a few examples:

    • A node with very good parts that costs a low amount of science, but requires a number of expensive, technologically-diverse nodes to be unlocked first.
    • An expensive node available near the beginning.
    • A scientifically cheap node, but the unlock costs of the parts are high.

    2.

    In addition, having the tree broken up by discipline would mean that players could choose to get very advanced in certain fields more quickly (rather than being forced to follow the specific historical progression that we took). For example, while the US did not pursue the concept, we could have developed Orion drives very early on. Another example is nuclear reactors. The USSR launched a few primitive reactors, but we ended up pursuing more advanced solar technology instead.

    A tech tree similar to this would be more "realistic" and more fun, I think:

    http://forum.kerbalspaceprogram.com/threads/88257-Engineering-Based-Tech-Tree-%28with-flight-first-option%29-WIP-8-30-2014

  7. It would be very important to tag information by date, to make sure people know what is potentially outdated. Also, I imagine the Talk pages would be very useful in sorting out the "I think..." tidbits.

    Despite the difficulties in launching a new community platform, I think it would really help cut down on the number of repeated questions and trivial problems people get hung up on. The forum is incredibly hard to search for help; a wiki is an excellent solution.

  8. Thanks! For posterity:

    BTSM does it by having a flight manager do a check every Update. If the current vessel is an EVA Kerbal, it checks ResearchAndDevelopment.GetTechnologyState() for the appropriate node and then manually explodes the vessel root part.

    For thrusters, it subscribes to the EVA start and end events and zeroes out the fuel if the required node is not unlocked.

    Every frame it also manually removes the Renderers for helmet and thrusters, respectively.

  9. It's also super helpful to search around on this forum, as people have almost definitely asked the kind of questions you might have.

    Also, check out all the links at the very bottom of the post here:

    http://forum.kerbalspaceprogram.com/threads/94638-New-Mod-Development-Links-Compilation

    Specifically,

    • KSP API Documentation
    • Official PartModule Documentation
    • Starting out on Plugins
    • KSP Plugin Framework - Plugin Examples and Structure
    • Example plugin projects to help you get started
    • The official unoffical help a fellow plugin developer thread
    • Wiki page on Plugins
    • Creating your first module

    As for looking at existing plugins... that only helps so much. Often it can help if you are looking how to implement a very specific feature, but trying to use plugins as a learning guide is actually awful. It often feels like this:

    you_down_wit_OPC-yeah_you_know_me.png

  10. If someone ends up making this, the mined rock should definitely be available as a resource at some point (even if it is later expelled by a mass driver). That way someone could make a metal-refining and space-factory addon if they wanted.

  11. I hope the asteroids work like ships with minor gravity (or none at all), rather than celestial bodies.

    I also hope you have to build an observatory and scan for asteroids (where you get a random one with each scan), rather than having the map cluttered with objects from the start.

    These seem like pretty obvious decisions though, so I have faith in Squad.

  12. The simplest solution in my mind would be to have the manned lab be able to produce science on the order of .01 per day.

    The rate would vary based on the location of the base (so mun base would be better than an LKO space station, etc).

    Thus permanent bases would be very valuable. Of course, without a limiting factor like life support, this would be grossly unbalanced.

  13. People in this forum are notoriously bad at keeping up a debate. They always get fixated on pointless issues. For example, a thread about colonizing Mars turns into an argument about whether NERVA is politically feasible, and a thread about traits of humanity turns into an argument about whether fusion is a feasible energy source.

    Stop getting hung up on small, unrelated debates. Go start a new thread in that case.

  14. I mean it's a cool concept but remember how far away it is you would have to bring Phobos to an Earth orbit to justify the logistics plus, as some should know molybdenum on the moon is indigenous (or found purely) plus the moon is closer so all you would need to do was make a large clump of it, put a parachute on it the send it back to earth.

    Phobos is closer, in terms of delta-V, than the surface of the Moon. If you use robots, it actually makes much more sense economically to mine Phobos than the Moon.

  15. Which is typical space-cadet behavior of coming up with a cool idea that involves spaceships and rockets, and then looking for a reason to do it. Usually, when you then isolate the problem that you are trying to solve, you find out that either it has lots of far easier and cheaper solutions than putting stuff on big rockets, or that there was no real problem to begin with.

    You're right of course. Thought experiments are fairly pointless, since you would never see them occur in any variety of reality.

    Thought experiments ask you to place a series of artificial constraints on your thinking for the purpose of entertainment, encouraging thought, discussion, etc.

    Pointing out the fact that it is a thought experiment is both useless and obnoxious.

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