-
Posts
1,723 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Gaalidas
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Gaalidas replied to BahamutoD's topic in KSP1 Mod Development
I just got this awesome mental image of a part similar to the fold-away engines. Imagine this: two long doors on the side of a rocket, or under a wing or something. The doors open, the missile is lowered down on a little arm, released... and half a second later the engine on the missile fires off and the thing goes off to murder whoever it feels necessary. The little arm retracts, and the doors close. We assume at that moment (maybe accompanied by a little gear-turning sound) that the reloading mechanism is moving another spare missile into the launch mechanism. Was just an interesting thought I had while reading the latest ideas. This definitely would not improve the chances of modularity. Oh well. -
Actually, as far as I'm aware, the hoverboard didn't have true brakes. What it did have was a tendency to travel towards the front of the board, so that the driver could steer in similar fashion to the skateboard. To stop, one only needed to angle the board's repulsors so that they were both repulsing the ground and pushing backwards. Other ways to stop could include turning sharply which achieves the same thing basically, except that you slow down instead of stopping quickly. I imagine similar speed-reduction could be created by increasing pressure front the foot into the back of the board, angling it upwards slightly during forward travel. For these repulsor-wheels, we would simply need a way to add a subtle amount of downwards thrust to the repulsion effect. This small amount of thrust would not be enough to crease any upward movement, but to break you could simply angle the craft's underside towards the direction you want to brake. To stop completely, however, I'd suggest something like the KAS anchor. It seems a little ridiculous that we'd need such a thing but, unless the repulsors can be completely shut off and cause the craft to settle down on the ground (or other suitable landing-gear), we'll need something to hold us stationary. - - - Updated - - - How the heck did you manage to even type that? My mind is completely boggled right now.
-
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
Gaalidas replied to MrWizerd's topic in KSP1 Mod Development
That might have just been worth paying to see. Too bad my laptop can't handle shadows, as I suspect the effect that an eclipse produces relies on alignment and shadow renderability. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Gaalidas replied to BahamutoD's topic in KSP1 Mod Development
On #2: I would definitely agree. when it comes down to it, you should be competent enough not to shoot your refueling station, especially if you're low on fuel. I suppose any crew is also something to consider, but kerbals are near limitless in population aren't they? We can always make more. -
[MWI] Metal Wasp Industries Solar Panel and Parts Pack
Gaalidas replied to MrWizerd's topic in KSP1 Mod Development
I don't know what brain-damaged part of my brain causes this, but I just get so excited when I see a dark mass in orbit (my spacecraft... I hope...) and then there's this slow, subtle movement that reveals massive solar panels reflecting the sun and the surrounding scenery (well, maybe not scenery in KSP, but you get the picture.) There's just nothing quite like it. I know, I'm a bit sick upstairs. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Gaalidas replied to BahamutoD's topic in KSP1 Mod Development
Woah there, one thing at a time. Lets just get target tracking first, save leading the target for ballistics for another time. At it's current range, in a gravity-free (mostly, I know we never truly escape the effects of gravity) environment, just getting it to target a specific spot free of the mouse and fire at it will work just fine. Mouse targeting is awesome, don't get me wrong, but I much prefer to target something, train all my weapons on that spot, and then fire if I feel like it's the right time. I worry about lining up a target, firing up the ammo feeders, and then clicking somewhere to adjust something and accidentally blowing up the wrong thing. Which leads me to a new bright idea that will probably be so complicated that it'll make you all wish I'd never been born (dream on, I'm not going anywhere anytime soon.) So, what if you could have a small beacon that you could attach to other crafts (hey, make it EVA attachable even, via KAS) that would make them as friendly and would invoke the same function as the "don't hit the craft you're attached to" feature unless a safety is switched off, that would at least solve the accidental-friendly-fire issue, if not the accidental-wasting-of-ammo issue. I can imagine the ballistic leading, especially with gravity affecting each bullet, and having to deal with relative velocities and trajectories in space could be a nightmare. EDIT: By the way, I noticed in your signature that you are supposedly taking a break from modding until the next full KSP release. I'm assuming that just didn't go as planned right? Yeah, thought so. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Gaalidas replied to BahamutoD's topic in KSP1 Mod Development
The fire-at-mouse is nice, now we just need a mode that will target your currently selected ship target like we can with that Lazor-mod (probably butchering the name) energy weapon that can fire at mouse or target. I still use that thing to clear away debris when I feel like blowing something up, rather than just removing it from existence via tracking station. Unfortunately, to fire at long range I must have the entire mod installed and, quite honestly, it's a bit of a large mod for that one purpose alone. Besides, your turrets look a lot more like they belong on the craft. -
Me neither. I'm preached that one a number of times recently, and yet I still find myself being preached to with the same message. Somehow, deep down, I know I need to be preached to from time to time. I do know how it goes with time. I'm still in college and I hardly find any time to actually do anything in KSP except update my plugins and then decide I'm too tired to wait for it to load. It's really quite pathetic. EDIT: Oh, and that tracked thing is awesome. I don't know about the pulling really, I've rarely used that form of steering at speeds enough to feel anything like that. What I experience is my aircraft/float-craft (using firespitter floats) pulling to the right at random times.
-
That is nuts. I think my mouth hung open the entire time watching that video, including some holding-of-breath when that trailer tank came very close to clipping the ground. I'm not sure I'm even capable of creating something that complex without screwing up the wheel alignment or something. I have a hard time enough making sure they're all level. Now make one with repulsors and I'll be impressed enough to die happy right here at my dining-room table.
-
I noticed the effects on the engines are not formatted like a hotrockets effect. I am unsure if the effects provided from smokescreen would affect the standard format for engine effects. EDIT: Never mind, I found the entry hidden at the end of the squad hotrockets config. Might want to move your configs into their own file.
-
If they worked right, then you'd actually get something activating when you activated it. As it is, that doesn't happen correctly. Thus, the parts and plugin do not work "right." That said, I'm sure some parts of it do work to a certain extent. I am happy to hear that a new version is being developed.