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Everything posted by BLUESTREAK
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I'd love to, providing NASA doesn't mind waiting for me to finish my maths and physics degree, nor if they mind waiting a few years for me to get a visa, find a job, move to the US before applying for and getting American citizenship first. Much obliged. Although, joking aside, if ESA could hold off a couple of years before they start their next recruiting round, it would be very much appreciated...
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Snacks. Next question.
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
BLUESTREAK replied to pizzaoverhead's topic in KSP1 Mod Development
As an idea for the gameplay mechanic, would it be possible to only be able to use the WASDQE etc keys whilst at or near the part model? In effect, the player is controlling themselves by pushing off the walls. Away from the walls (i.e. in the middle of the model) you are unable to input any control over where you're going (or how fast you travel) until you reach the next wall - you're still able to look about using the mouse, but unable to do anything else until you get to the next wall. Allow a "grab" function to stop yourself (in the same way that you can grab handholds on EVA) to stop yourself, kill rotation, etc. In effect, the player will have to think about were it is that they want to go and how fast, just like in real life! -
KOS. I can do most things (although SSTOs are rather tricky and I tend to overplan interplanetary missions to the extend that I never actually do them) but KOS... Even writing a basic asscent code is nigh on impossible for me
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Whackjob KSP Youtube series? Gauging interest.
BLUESTREAK replied to Whackjob's topic in KSP Fan Works
Just saw episode 4 - the way you originally made those clipped rocket engines was to take the connector, add 3 large reaction wheels, flip them inside the connector, and then attach the engine to that. Voila, beautiful engines! As an aside, with the new aerodynamics, have you considered replacing the girders in the truss cage with wing boards? Stick a control surface on the bottom and suddenly it's more aerodynamic, more controllable and possibly just as strong...? -
[1.0.5] Heat Management (No longer supported)
BLUESTREAK replied to Randazzo's topic in KSP1 Mod Releases
Good looking parts - will definitely download once I've finished my exams. One request, if someone is looking at the animation - may someone make the way that they unfurl a little bit more... Graceful? I loved these models in interstellar, but the way they just flopped out quickly always irked me a bit. A delicate part like that should slowly unfurl, so as not to damage it... But hey, that's just what I think. Good looking functional mod, will certainly download! -
As a suggestion, a more immersive voice to use for the alarm would be a female Kerbal one. As Kerbish is Spanish, played backwards, it would be really easy to do - just get a computer synthesized female voice to say the words "sobrecalentar" (Overheat) and "advertencia" (Warning), play it backwards, and bingo - immersive computerized voice! (As an aside - in real life, automated voice cockpit warnings are usually female voices, as predominantly male pilots are more likely to respond psychologically to a soft female voice telling them what to do in a crisis)
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Whackjob KSP Youtube series? Gauging interest.
BLUESTREAK replied to Whackjob's topic in KSP Fan Works
Mother of god...! It's huge! You may want to look at the editing on that one - Dipping in and out of the video while I did some work, and I was certain that I'd heard bits of it before! Perhaps it might be an idea to use the truss system on the upper and lower wings, binding them together. That way, you could make them wider, stronger, and thinner - like a biplane - giving more lift, whilst simultaneously leaving space for a large tailplane at the rear, which would allow you a lot more pitch control. Failing that, build a tail plane on the end of a long girder system behind it; that would give you even more pitch control, but possibly at the expense of parts count. The wings would have to be MUCH wider if you did that though. The reason you're going to need that truss system is that the instant you try pulling up, the wings will peel back every time - they're not strong enough on their own - - - Updated - - - I just re-read my own post. Of course it's huge, what was I thinking? -
Whackjob KSP Youtube series? Gauging interest.
BLUESTREAK replied to Whackjob's topic in KSP Fan Works
Wow! Good vid; nice and easy to understand. I was recently looking at that civ population mod - the one with all those enormous biospheres - and thinking "no, there's no way I could ever get something that big in orbit, let alone land it anywhere" - and now, I have the germ of an idea... The foot design you have there is perfect; nice and wide. What's the biggest useful payload you coul put in orbit? I'm thinking complete Stanley Kubrick style ring stations here... -
Whackjob KSP Youtube series? Gauging interest.
BLUESTREAK replied to Whackjob's topic in KSP Fan Works
Land your biggest lander on something! Or build one - I'd be very interested to know how you get those massive legs to work and support things. Was intrigued by that strut/truss system you had going on there at the end - will certainly be using that... What's the maximum sort of load it can support? -
[0.90] ShipEffects Sound Mod: Dynamic Sound Effects - v0.2.6
BLUESTREAK replied to ensou04's topic in KSP1 Mod Releases
If it hasn't already been mentioned, for caution and warning sounds I would suggest looking at Ippo and Coffeman's Dang It! mod. I mean... that mod is terrifying enough without the ship creaking and groaning as if it were in the grip of the Kraken itself. Throw in a dashboard of flashing caution + warning lights... -
What do the different colours on the graph denote?
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It's a shame that both the science lab and the Hab module couldn't both be horizontal, it would allow them to be used in both environments - both space and landed. Still, there's engineering ways around it, so I don't really mind. Cool IVAs though, looking awesome!
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Squadcast Summary (2015-03-28) - Back With A Bang Edition!
BLUESTREAK replied to BudgetHedgehog 's topic in KSP1 Discussion
What about "Water"? Translates into every language, basic raw material of rocket fuel, ties in nicely with NASA's current search for the stuff. I was very surprised that they went for "Ore"... Ah well, it doesn't really matter what it's called, it won't change gameplay. -
Do you feel KSP is ready for 1.0?
BLUESTREAK replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
The ultimate question is "would this game survive first contact with the reviewers?" Sadly - and it really pains me to say this, as KSP is the most wonderful game ever - the answer is no. Not at this current point. It has beautiful potential, and the new additions are all that I could ask, but no. It will still have those bugs, and features missing, and that will kill it. Saying that there are all these wonderful plans for the future, backed by a great community just won't cut it with the reviewers. The game will get poor reviews - "A great Beta, but rushed execution and buggy" - and then people will stop buying it. As someone said earlier - No bucks, no Buck Rodgers. Without a fan base that would be willing to buy the finished game, KSP dies. There will be no add ons because none will be being paid to make it. -
Excellent, good call by Squad! It's right and proper that they're in the game, and frankly the alien species can be whatever they want to define, because it's their game. Judgement is still reserved until I see the models, of course
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And that's an interesting point on dimorphism. There should be some subtle way of telling the difference, and not just the fact that they don't have stage 1 male pattern baldness...!
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Actually, yeah. Fair point on different shades if green. But the operative word "green" should be in there somewhere!
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I'm going to stay with "Project Valentina" - we know that it's an important name; short of "Yuri" or possibly "Alan" there's few names as important. We should have one Girlbal in an orange suit - Valentina - and all the others in grey suits. No more, no less. No funny colours or anything to make them different. Just like everybody else! - - - Updated - - - (And their skin should be green and the hair black, just because, well... green and black IS kerbal)
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So, Girlbals it is then! About time too
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Having only listened to DUNA on the other thread, before being distracted for a few months - holy wowzers! This stuff is really good! Its come on leaps and bounds. Can't wait to hear the Mun! As a complete luddite, how do I get this stuff into my audio files if I download it? I need this in my game...
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Mother of god...! Thanks for breathing life into this - Ippo, Dang It! is undeniably my favorite mod and probably adds more depth to the game than anything else. Was very sad to hear that you were abandoning development, but real life is more important after all so can't blame you - well done for starting such a superb mod. Coffeeman - Glad you're picking this up and running with it. When you say animations getting stuck - How do you mean? Things like cargo bays failing to open, undercarriage not coming down, that sort of thing? Also, would there be any scope to add in forces from leaking resources? Another area to possibly consider would be solar panels slowly losing the ability to generate power over years in space, as well as slowly getting covered in dust when on a planets surface - a percentage efficiency rating, which slowly decreases, as opposed to a binary functional/failure setting...? Anyway, sounds good! Once my assignments are over I'll definitely be giving this one a whirl!
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The lack of a 2 man capsule is most glaring; every time I launch something in the early game I feel like I'm jumping a logical step from Mercury to Apollo. A Mk1 scale escape tower would be extremely useful, and could be backed up with a SRB to fill the gap between the sepratron and the dustbin of explosives you get at the start - far too overpowered for that stage of the game, in my opinion. It would also fill a gap in the >0.5m SRB range.
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I think Spacex is planning to land on the moon
BLUESTREAK replied to RocketBlam's topic in The Lounge
It's pretty neat, but it's entirely a self recoverable/reusable 1st stage, it's not for exoatmospheric use and certainly not for the moon. They probably do have their sights set there at some point, but the Grasshopper won't be the craft doing it. There's still plenty to do on the moon though - if there was a continent the size of Africa, and we'd parachuted 6 teams of 2 guys with a tent in for up to three days apiece, would we consider it explored? Furthermore, it's the next logical step on the way to Mars, and we know we can get there. I agree that this should be off topic though. Mods? -
Bigger and Funner Tech Tree!
BLUESTREAK replied to HazelPine's topic in KSP1 Suggestions & Development Discussion
I think increasing the level of science required to unlock nodes may discourage new players; making it a bit 'grindy' to get through the earlier levels. I agree entirely about more nodes; fewer pieces per unlock with a lower science requirement each. The main changes I would suggest are to give the option of starting unmanned; essentially starting the game at the V2, 1940's Von Braun sort of level. The option of putting a manned payload should still exist at this stage, however, as it's a far more 'Kerbal' way of doing things. (As a historical precedent, the British could have had the first man in space in the late 1940s as there were apparently plans afoot by the RAF to place a pilot in a detachable nosecone on a captured V2 on a sub-orbital flight. This was canceled, probably because of financial concerns in the post war environment, and also because it's barking mad. Alas, I can't back up my sources, as I cannot find where I read that for the life of me...) The other change I would make is slightly more significant. I would give a semi - developed spaceplane tech tree as a starter - again, at a 1940's level, with basic jet engines, wing parts, and undercarriage. This would be on the same page as the rocket tech tree, but would require significantly more science to unlock future spaceplane parts. This would allow players to muck about in the atmosphere, but not actually construct SSTO spaceplanes until much later. As the player progresses, the two trees merge. In short you have two start points, both at a very exciting time in aviation/spaceflight - when it was still very, very dangerous for all concerned!