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Everything posted by Ippo
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Eh, honestly, I think github makes a better job at this, if one is interested in the site's updates he can follow the repo on github. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Coming, eventually. I still haven't implemented all the failures I want (not even your BRAKES will be safe from my wrath!), I just have a lot to work on first As we speak I am tweaking the GUI that you'll be using to manage the crew -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
This might actually be a good idea. I need to reflect on this a while, I like the sound of it but I want to think it through before choosing. Sorry, not possible at the moment. That's another good idea though, it's not really possible in my framework right now though. They have always been in - after all, tac resources are just normal resources. It might need some particular care when doing the generators (I know taranis has rolled his own code for that), but at the moment it's as poorly supported as anything fully supported. Thanks -
That's morbid even by danny standards... :/
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Holy decoupler, I post in a thread and all of a sudden my post is its own thread
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I honestly don't understand why this topic is banned though. Seriously, how can one not approve of female kerbals? It seems a no-brainer to me.
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Glad to see you are having fun I'll take a look when I have time... who knows, maybe I might even take part
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[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Duly noted. Also, tanks will be buffed (again:/ ) just in case. I was thinking about increasing the MTBF by 25%, what do you think? P.S: but actually, that's why they shouldn't be "unskilled"... Otherwise, what's the point if what you can't repair is the stuff you don't need anyway? -
Well, in my experience, ~2000 m/s is a good speed to hit the atmosphere (at ~40km) but ONLY behind heatshields. You might want to save some fuel to reduce the speed if you don't have heatshields. Note that heatshields are not required, in interstellar scott manley routinely lands spaceplanes without them: you just need to be VERY careful
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It's actually only about speed. A shallow angle of reentry makes sure you slow down in the higher layers of the atmosphere before you go to the lower ones: if you are slow enough, nothing prevents you from returning safely on a vertical trajectory... but that's not really practical. Basically, just make sure you come down on a shallow path, or behind a heatshield, and you'll be fine (especially with FAR, that makes it a lot less deadly than in stock). Be careful though: if you go UP too fast, you can burn on ascent. Not really common, but totally possible (and actually a real problem in RSS).
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[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
I do [TABLE=class: grid, width: 500, align: center] [TR] [TD=align: center]Component[/TD] [TD=align: center]Perks[/TD] [/TR] [TR] [TD]Alternator[/TD] [TD]Electrician: Normal [/TD] [/TR] [TR] [TD]Battery[/TD] [TD]Electrician: Unskilled[/TD] [/TR] [TR] [TD]Control Surfaces[/TD] [TD]Mechanic: Unskilled[/TD] [/TR] [TR] [TD]Engines[/TD] [TD]Mechanic: Skilled Electrician: Normal[/TD] [/TR] [TR] [TD]Gimbal[/TD] [TD]Mechanic: Normal[/TD] [/TR] [TR] [TD]Lights[/TD] [TD]Electrician: Untrained (equals "none")[/TD] [/TR] [TR] [TD]RCS[/TD] [TD]Mechanic: Skilled Electrician: Normal[/TD] [/TR] [TR] [TD]Reaction Wheels[/TD] [TD]Mechanic: Normal Electrician: Normal[/TD] [/TR] [TR] [TD]Tanks[/TD] [TD]Mechanic: Normal[/TD] [/TR] [/TABLE] This list is *very* open to feedback, it's just a first rough working guess so that I could go and test it, it doesn't have to be final. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Uh, I didn't explain myself clearly. My bad, I used the wrong term. When I said part, I actually meant module (as in, the component they are supposed to represent inside a part). The perk is tied to a module, not a specific part: for example, all engines require a skilled mechanic who is also an unskilled electrician, all alternators require a normal electrician, gimbals require a normal mechanic and so forth Sorry for the mess, my bad. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
EVA'ing before launch might also be borderline impossible unless you put ladders ERRYWHERE, which is just not good. I like the idea of the ground crew though... Something to think about I promise I'll fix that in the next release -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
I am back from the vacation and have started working again. After a much needed rewrite of the GUI code, I am finally knee deep in the actual perks code. Now each part has its own set of perks needed to interact with it*, and new kerbonauts spawn with their own set of perks which is based on how intelligent they are. At this particular moment you just can't repair ANYTHING, since most kerbals are untrained in everything (by design) and so even a gimbal is black magic to them. Next in queue: a way to train them * By the way, I would need some help deciding what perks each part requires. There are 4 levels (Untrained, Unskilled, Normal, Skilled) and 2 specialties (Electrician and Mechanic). Each part can specify either perk level, or both. Later I'll post the essentially-random-and-not-balanced values I am using atm, but I could use your opinion on what needs what. -
I want to build a modpack, BUT… please hear me out!
Ippo replied to mololabo's topic in KSP1 Mods Discussions
Yeah, I know it was a pain to make it work. I wonder if we could resurrect it somehow... I also had the worst idea ever*, but it would work quickly. * it involve's python's eval on user created files. Just... no. -
I want to build a modpack, BUT… please hear me out!
Ippo replied to mololabo's topic in KSP1 Mods Discussions
I don't want to belittle you or anything, but you must have done something wrong. If you follow the Realism Overhaul instructions to the letter, you get a working install in about 30 minutes (depending on how fast you can download the textures). That being said, the bundler sure was handy. As I said before, I feel that would be the solution for everyone: users get their "mod-pack" (kinda) and still the mods are downloaded from their respective source avoiding fragmentation. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
Ippo replied to RedAV8R's topic in KSP1 Mod Releases
We recently had another discussion about modpacks. I will just redirect you both to that thread instead of derailing this thread, but basically, it's because it just causes a lot more trouble to the modders with no gain for them. -
Mmm... I thought it worked like kickstarter, I guess I need to check this out more. I liked the concept though, but yes, I agree that if they don't have a prototype yet maybe I should wait a little more...
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Hey guys, I have found this indiegogo campaign. I am currently buying the components for a new gaming rig (gtx 770 ), and I still haven't bought the case. These guys want to make an aluminum case with liquid cooling... it's kinda expensive for my tastes though. What do you guys think? Is this too much for a liquid cooling system? I'm never gonna be able to build one myself, so I might as well buy one already assembled. 200€ thugh... :/
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Don't even hope I am done bothering you -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
Ok thanks, I guess the downtime was during the night in my time zone. Glad to see everything is back to normal à½Ã¸Š- - - Updated - - - Ok thanks, I guess the downtime was during the night in my time zone. Glad to see everything is back to normal 😊-
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
So, just to clarify: at this moment KS is being hosted by SirCmpwn, correct? (I just want to keep track of what is hosted where, that's all) -
On a small OT: I have that 300$ program, and well... If all you are using is C#, then the express version is really the same. Unless you need to use the other .net languages, the pro version is really not worth the price imho.
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I have somewhat understood some of the things you said. Maybe one day... Right now I don't even have unity installed (you don't need it for a partless plugin), and I have no idea what a UV map is I had thought about how to match the textures to the stock ones (and md parts too), I think the only feasible approach would be transparent overlays rescaled procedurally... I don't even know if it's possible though
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Well Justin, that is a really cool idea! I can see a big problem, aka "ippo doesn't know SolidFuel about textures and firespitter". It's a really cool idea though, I will keep it on the back burner for when I will have the skills for it