-
Posts
334 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by MAFman
-
That link is broken. Could you update the thread?
-
Trying to create a parts pack of "cubesat" parts
MAFman replied to MAFman's topic in KSP1 Mod Development
Ok. How do I use Unity to import my part? -
Trying to create a parts pack of "cubesat" parts
MAFman replied to MAFman's topic in KSP1 Mod Development
I don't have a Unity setup...I don't even have Unity on my laptop. Is that the problem? - - - Updated - - - cubeSatFrame.cfg My config: //cubesat frame //general parameters name = cubesatFrame module = Part author = Matt //asset parameters mesh = cubesatFrame.dae scale = 1.0 texture = model.png specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 //node definitions node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, 1.0, 0.0 node_stack_right = 0.1, 0.0, 0.0, 0.0, 0.0, 0.0 node_stack_left = 0.0, 0.1, 0.0, 0.0, 0.0, 0.0 //editor parameters title = CubeSat Bus manufacturer = Bob Kerman and Co. Microengineering and Dry Cleaning, LLC description = This microsatellite bus was originally a minifridge that had a broken condenser, which made it useless for storing snacks. Bob, being really unhappy at the loss of his snacks, took a hacksaw and drill to it in frustration. This is what resulted - Bill really likes how it can store his electronics projects! techRequired = unmannedTech entryCost = 50 cost = 20 category = 2 subcategory = 0 //attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1, 0, 1, 0, 0 //standard part parameters mass = 0.05 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.05 angular_drag = 1 crashTolerance = 25 maxTemp = 1000 fuelCrossFeed = false breaking_force = 1000000 breaking_torque = 1000000 -
So, I'm trying to create my first parts pack - I saw the BoxSat mod, and I was inspired by it to create a more complete microsatellite-building pack. Trouble is, I'm having issues trying to import my models from Blender into KSP - the KSP.log says it loaded, but it isn't showing up. What should I be doing?
-
Does Urlum rotate? If so, did you fix how it is supposed to rotate along its now tilted axis?
-
SpaceX Autonomous SpacePort Drone Ship (ASDS) [1.2.X]
MAFman replied to sciencepanda's topic in KSP1 Mod Releases
How do you get it in the water in the first place? -
How would I go about writing a config that allows you to control vessels that are beyond range or the horizon, but doesn't allow you to transmit Science until you have a connection?
-
New discoveries about default resources...and more questions than answers
MAFman replied to MAFman's topic in KSP1 Discussion
So, if "LiquidFuel" is used for everything that isn't "Monoprop" or "xenonGas" powered, jet engines would not work on AZ50, would they? -
So I was derping around in my config files, and I found ResourcesGeneric.cfg. I decided to edit it, and I found that the fuels are WAY too dense. However, I also found that the specific heats are EXACTLY correct! For example, the hsp for LiquidFuel is exactly equal to that of Kerosene! It is thousands of times denser, though... Ok, so I got the densities under control with a bit of research. The problem is, I'm trying to make the costs more realistic. How should I do this, and does anyone have more info? I can't find most of this stuff online because they don't sell stuff this dangerous - understandably.
-
[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
MAFman replied to hoojiwana's topic in KSP1 Mod Development
I would LOVE to see this expanded and released! As long as no stats are changed - just the models and textures - well...SHUT UP AND TAKE MY KERBAL FUNDS! -
I was inspired by NathanKell's RealFuels to go ahead and make my own lite version (that I won't release because I don't want any possible copyright problems...). Trouble is, I can't get my ModuleManager configs to behave with KSP's resources. Any tips?
-
So, I haven't even bought the game nor will I be able to for quite some time, but I'm already pretty seriously addicted from YouTube videos I've watched (primarily Scott Manley ) Anyway, I am planning a family of launch vehicles for when I do buy KSP, and I need help. First, I need "light", "medium", "heavy", and "super-heavy" lifters. What would you say would be a typical mass range for each category? Second, how would I go about designing the ideal rocket for each class? (TWR's are around 1.5 to 2.5) Third, I am also planning to have a family of upper stages for interplanetary use, also corresponding to the mass classification system outlined above. I need help designing this as well. Each upper stage has a delta-V of about 3 km/s and an acceleration of 1.5g. Thanks! (And sorry if this was all the biggest n00b question you've ever seen )
-
On second thought (and way too much research) I have decided to just abandon my own space flight simulator and just buy KSP when I get the money and time. I'm going to just download it twice, with one install kept stock and the other install beefed up with Realism Overhaul. Game development would take entirely too much time and money...Wake me up when the final version of KSP is released.
-
That is a GREAT idea! I think I could have a 1:10,000 scale universe as my map mode, just like Squad did with their map. Maybe implement my own version of ScaledSpace? I would like a realistically-sized 1:1 solar system to play in, though. Having everything scaled down like it is in KSP stock feels...off...to me. Kerbin's atmosphere is way too large IMO, etc.
-
Exactly. Since I don't plan to market this, I'm fine with it "not being successful", at least as far as marketing, because success for this particular situation means that I have the result I want sitting on my hard drive ready to be played.
-
Just like in KSP sandbox, there is no stated goal in this game. The aim is to do whatever you want and have as much fun as you can.
-
I'm curious: What did KSP's original game design document look like? Just so I can get a feel for how to properly do this. Is it available or would I have to ask HarvesteR?
-
Again, I do NOT plan to market this at all, and I really do not expect anyone to even want to join me in a "dev team". I'm just looking for ideas to springboard from.
-
EXACTLY. This game is going to be a sandbox with no stated goals.
-
To the first question: This is entirely a sandbox, so the player just builds spacecraft, launches them, and does pretty much what they want. To the second question: This will be essentially very similar to KSP with mods, only with (if I can) memory optimizations and VERY realistic features. To me, KSP seems to be a little "rushed" in its development lately, so I want to take my time to develop my own spin-off of it and get in as many features and optimizations as I can.
-
YESSS!!! That would be PERFECT!!! (and it would make blowing Jeb up even more funny!!!)
-
Okay, I have my ideas better organized. Here's what I have so far: Apogee Space Flight Simulator "It is the mid-21st century (the game's clock starts 1/1/2050). Earth's governments, having run out of interesting things to do, band together and look to the stars. All of humanity's current (as of today) spaceports are accessible and in full production. The Deep Space Network is renovated, fired up, and ready to go. Earth's newest space program is under your command. Money is not a problem; your only limit is how much food, fuel, power, and equipment you pack on your duct-taped-together death tra- *ahem* space-faring masterpiece . Have fun out there, pilot!" Features (may or may not be a complete list): 100% scale Solar System Initially modular, but replaced with procedural, rocket parts A robust physics engine with Ferram Aerospace-inspired aerodynamics and KSP-inspired 2-body Keplerian celestial mechanics In-situ resource utilization mechanics Docking (docked vessels merge) Life support inspired by TAC Life Support Shock heating and G-force damage inspired by Deadly Reentry Speed-dependent Mach effects and shock-heating flares IVA/EVA with interactivity such as spacecraft controls, repairs, flags, etc. Orbit map view using patched conics Altitude-dependent time compression (on-rails in vacuum, accelerated physics in-atmosphere) Electrical power use and generation using batteries, solar panels, RTG's with realistic decay, etc. Cargo bays and automatically-reshaping fairings/interstages Rotation-dampening stability system toggled on/off with the T key Real rocket fuel mixtures inspired by Real Fuels Volumetric, semi-randomly generated clouds at realistic altitudes (5 km to ~20 km for Earth, maybe) Purely aesthetic aurorae at planetary poles if the planet has a magnetic field IRL (Earth and the gas giants) Variety of aircraft AND spacecraft parts Maneuver-planning system (copy of KSP's system with PreciseNode) Realistic engine exhaust visual effects inspired by HotRockets Easter eggs - historical spacecraft in...odd...situations, memorials of spaceflight "firsts" such as Luna 1, Apollo 11, Viking 1, Venera, Voyager 2, etc. Classical construction-scene music (because I focus better with piano music in the background) Inspiring/epic menu soundtrack (Also Sprach Zarathustra, and others) Ship sounds such as engines become muffled (not silent) with decreasing air density and when the camera moves outside of the shock cone during super- and hypersonic flight This project will be HUGE, so I plan to split up the features into multiple releases, implementing the easier ones first, then working my way up to the full game.
-
Hey awesome! I've been thinking the same thing! Would you be open to collaboration?
-
You got me. I'm just looking for ideas and for advice from people who would actually know what the heck they're doing. I mean, people who make mods for KSP should know how to code. I'm not expecting anything, except playable results from myself. I'll buy KSP when I have the time and money anyway. It is true that I have little to no relevant skills, and no real original ideas - basically a mashup of my favorite features of random games. Again, I do not *expect* any help, and I would never *expect* unpaid help (that would be the biggest jerk move ever). I'm just seeking advice because I do have no clue what I'm doing, but I have a vague-but-getting-clearer idea of what I want to do with this. On the bright side, I am currently drafting the game deign document!