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KSP2 Release Notes
Everything posted by swankidelic
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I'm just now catching up with this episode. Jason Schreier's article says that Take Two successfully poached @Nate Simpson from Star Theory. Take Two also ponied up the money to get the KSP brand from SQUAD, right? So if Nate's post is to be believed, KSP2 is still in development, just not under Star Theory, but under Take Two's studio Intercept Games. I feel bad casting aspersions on Nate's post when he effuses such enthusiasm, but talk is cheap. No one's motives are particularly clear (except pursuing bigger paychecks and dividends, natch). And in the end, what strategy/sim gamers want is very divergent from what large publishers like Take Two want. My cynicism outweighs my excitement for KSP2 now. It's easy to fear disappointment when big money shenanigans like this transpire, so I'm just gonna write it off. If reviews are not terrible, I'll probably buy KSP2; otherwise, the KSP brand is yet another victim of the corporate machine. More blood for the blood god, another franchise for the franchise throne.
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If they can do Lagrangian points with patched conics, I won't lament the absence of N-body physics. Really, that's what it comes down to.
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[1.0.5] Heat Management (No longer supported)
swankidelic replied to Randazzo's topic in KSP1 Mod Releases
Regarding the color of radiators, people mentioned the KSPI radiators but no one mentioned the nuances of those parts. I think they're really cool (har har) and seem to make a lot of sense. They do the perpendicular-sun-tracking thing, to utilize both sides of each panel. When you see the panels while in an umbra, you also see the glowing heat pipes. I'm guessing the heat pipes are made of oxidized copper or anodized aluminum because of they're good at both radiating and conducting. For the purposes of texturing, the rest of the color of the radiator may not actually matter much, since we're mostly concerned with non-visible radiation. The ISS, though, uses ammonia as coolant throughout the station modules as well as the radiators. You can't really see the ammonia channels, though, maybe the radiator panels are aluminum or something? I'm not sure if the coloring is deliberate or coincidental. https://en.wikipedia.org/wiki/File:STS-134_EVA4_view_to_the_Russian_Orbital_Segment.jpg https://en.wikipedia.org/wiki/File:EATCS.png - - - Updated - - - This discussion also makes me think of the effectiveness of inline, stack-mounted radiators. It would be neat if their effectiveness changed when they're in an umbra, or even when they're tilted closer to perpendicular to the sun. When they're in sunlight, obviously one side wouldn't be able to radiate anything, but since the game is tracking heat on a per-part basis, the end result would be, ok radiation in the sun, better radiation in the shade. -
[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
swankidelic replied to johnqevil's topic in KSP1 Mod Releases
Bump! I'd like to see this in 1.0 as well. Really great in a suite of mods that focus on the "program" part of the space program. -
I see thyriel's point, but the thing is, SR actually makes the game easier even without increasing part counts. If you play without SR, all dropped stages are a complete loss to your bottom line anyway. Giving players the choice between reusability and sheer power is an interesting choice and the true goal of good gameplay. The MechJeb posts got me thinking about .90 integration again - is it possible to link powered recovery with a building upgrade? Maybe Mission Control or R&D needs to be level 2 or so before powered recovery is an option. Also, I think the weird thing about using MJ for powered recovery is that the MJ parts don't provide any attitude control. There's no baked-in SAS or anything that the stock probe cores have. This is a tangent, but I still don't understand the point of powered recovery. Sure, SpaceX put out a really sweet video, but is it cheaper than other real-world recovery methods? Maybe you save enough money on transporting stages back to your base. Maybe it's not an economic issue and has to do with dropping stages over populated areas or something.
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[0.90] EvilCorp Kerbanomics v0.1.8 - Kerbal Payroll and Loans!
swankidelic replied to johnqevil's topic in KSP1 Mod Releases
I'd love to play with a payroll mod like this, but I also like playing with Kerbal Construction Time. Playing with both of those, in addition to upgrading the space center, might be an exercise in masochism, though. In .25 it could take weeks or months to build a rocket. When KCT is updated for .90 I'll give it a shot, though, because it's still cool. -
I thought that attaching fund percentage to the VAB/SPH emulates the ability to repair and refurbish parts after they've been brought back. Maybe I've got Kerbal Construction Time on the brain, though =) I dunno about using the Admin or Mission Control buildings for recovery. It seems like a technical engineering task, not a leadership task, you know? Maybe Administration is managing the logistics of the boats and trains and trucks bringing the parts back. I'd be happy with the feature either way =)
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That's probably a good idea, since StageRecovery changes the balance of the stock game in the player's favor. How about increasing recovery radii for each upgrade of the tracking station? For example, with a level 1 tracking station, you can recover stages up to, say, 20km as the crow flies from the space center. And upgrading the VAB and SPH increases the amount of funds recovered. Or even what parts can be recovered - you need a level 2 VAB to refurbish engines and boosters, maybe. I dunno about tech tree integration, though, that seems to be better suited for parts mods. I could be wrong, though.
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This. Owns. So. Hard. I haven't seen this until now but I'm instantly in love.
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[1.0.3] Editor Extensions v2.12 - 23 June
swankidelic replied to MachXXV's topic in KSP1 Mod Releases
First of all, MachXXV, thanks =) It's well executed and easy to use and absolutely essential. I was wondering if anyone knows how EditorExtensions calculates the snapping point for vertical snap? Is it just halfway between the "lowest" and "highest" vertices? Is it based on the rendered model or the collider? Or is there some heavier math involved? Thanks in advance! -
Thanks for this Krupski =) Just used mbm2png a bunch and it worked a treat. Being a filthy casual Windows user, I just used Windows Explorer and dragged .mbm files onto the .exe and it generated the .png in the same directory. One-handed, awww riiiight I tried the new version as well, and it worked just as well for me but the command line window wasn't as verbose. No bigs. Thanks again!
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It's actually wicked easy, just need to edit a text file. If you're running Windows, your FW.cfg is *probably* in C:\Program Files (x86)\Steam\SteamApps\common\Kerbal Space Program\GameData\FuelWings\ (or if you're not using the Steam version, you can skip those Steam parts). You want to right-click the FW.cfg file and use Open With... and find Notepad in the list in the new window. Then copy, paste, save, and you're done!
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Ghandi said, we must be the change we wish to see in the world, right? I do have other mods I want to make, so I'll just move on. I'm just glad this one worked on basically the first try =) Wet Wings was only intended to be a simple ModuleManager config file. I think, in order to add resources to Procedural Wings wings, the implementation needs to be more involved and it's waaay outside my ability right now. There's some discussion about it over in the FuelWings thread, though.
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So I accidentally copied Tortoise's work and made my own integral fuel tank mod. Revolution-420 brought this to my attention, and I think FuelWings is better than my mod, so I'm closing my thread. Sorry! In the meantime I found that there was some interest in fueled nose cones, so here's a quick addition for stock nose cones and nose cone adapters: @PART[standardNoseCone]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 8.5 type = Fuselage } } @PART[noseCone]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 67 type = Fuselage } } @PART[rocketNoseCone]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 533 type = Fuselage } } @PART[noseConeAdapter]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 16 type = Fuselage } } @PART[adapterSmallMiniTall]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 30 type = Fuselage } } @PART[largeAdapter]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 320 type = Fuselage } } I calculated the values by comparing their geometric shapes. A frustum with diameters of 12.5 and 6.25 has about 60% of the volume of a cylinder of diameter 12.5 of the same height, for example.
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It looks like FuelWings actually uses Modular Fuel Tanks instead of Firespitter for this sort of thing. MFT allowed me to add LiquidFuel, Oxidizer, Monopropellant and even Xenon Gas in customizable combinations through its GUI. Which is actually pretty nice. I actually think that's a better implementation than mine. There's even a shortcut to instantly do 100% LF. So I'm gonna go ahead and recommend FuelWings over mine. It supports B9 wings, even. Since the only thing Wet Wings offers is fueled stock nose cones, I can offer a way to add nose cone support to FuelWings. The location of FuelWing's critical file is located in Kerbal Space Program/GameData/Fuel Wings/ on the file is FW.cfg. You can open it in Notepad, and copy paste these lines to the end. Save it and restart KSP. @PART[standardNoseCone]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 8.5 type = Fuselage } } @PART[noseCone]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 67 type = Fuselage } } @PART[rocketNoseCone]:FOR[FuelWings] { MODULE { name = ModuleCrossFeed } MODULE { name = ModuleFuelTanks volume = 400 type = Fuselage } } I'll also suggest to Tortoise to add the same to his or her config.
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The mod certainly works with FAR. I haven't changed any aerodynamic properties of the parts or physics code, just resources. This does affect the mass of a part because of the way the Firespitter plugin works, but I have tested this with FAR installed and saw no problems. The screenshot in the OP was taken with FAR, as a matter of fact! I've also tested this with TweakScale and everything scales with the part size as well, if anyone's curious. Oh, wow, I didn't realize. If I copied tortoises' work it's unintentional. This was an idea I had kicking around for a couple of months, and when I had the time to work on it I forgot to check. Mea cupla =( I'll just update the OP to point to tortoises' thread and close this one later tonight. Sorry guys!
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NOTICE: There's a previous mod that does the same thing as Wet Wings, but better. Check out FuelWings instead! The engineers at Super Neato Technologies, Inc have been working hard to maximize the efficiency of their aircraft. One engineer had the audacity to question the necessity of huge, clunky fuel tank fuselages. After a firing for thinking TOO far outside the box, the engineer was subsequently re-hired on the grounds of "it's so crazy, it just might work!" By adding fuel tanks to aircraft wings, Super Neato is able to create aircraft and spacecraft with higher precision and balance than ever before. Wet Wings is simply a ModuleManager config that adds fuel resources to stock wings. Wet Wings also uses the Firespitter plugin instead of stock config for nicer modifications. CrossfeedEnable is necessary to use the resources in radially-mounted parts. Get it at KerbalStuff! Download removed =( Check out FuelWings instead! To install, just copy the contents of the archive's GameData folder to your own KSP's GameData folder. To use, right click on a wing part in the VAB or SPH and use the Next/Previous Tank Setup buttons to cycle through available fuel types. Upcoming features: I'll soon be adding support for B9 wings and certain Firespitter wings. Please post suggestions for other wing sets to address, as well as thoughts on fuel amounts and game balance and such. I look forward to everyone's feedback! Credit and muchas gracias go to ialdabaoth and sarbian, Snjo, and NathanKell for creating their excellent plugins and allowing me to get my toes wet in modding. Thanks, guys <3 The current Wet Wings-enable parts and their available fuel tank types are: [TABLE=class: outer_border, width: 750] [TR] [TD]Part name[/TD] [TD=align: center]Resource Amount[/TD] [TD]LiquidFuel[/TD] [TD=align: center]LiquidFuel and Oxidizer[/TD] [TD=align: center]Monopropellant[/TD] [/TR] [TR] [TD]Swept Wings[/TD] [TD=align: center]150[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Wing Connector Type A[/TD] [TD=align: center]100[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Wing Connector Type B[/TD] [TD=align: center]100[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Wing Connector Type C[/TD] [TD=align: center]50[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Wing Connector Type D[/TD] [TD=align: center]25[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Wing Connector Type E[/TD] [TD=align: center]25[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Delta Wing[/TD] [TD=align: center]50[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Small Delta Wing[/TD] [TD=align: center]25[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Wing Strake[/TD] [TD=align: center]25[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Structural Wing Type A[/TD] [TD=align: center]50[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Structural Wing Type B[/TD] [TD=align: center]50[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Structural Wing Type C[/TD] [TD=align: center]25[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Structural Wing Type D[/TD] [TD=align: center]12.5[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Swept Wing Type A[/TD] [TD=align: center]50[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Swept Wing Type B[/TD] [TD=align: center]50[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Tail Fin[/TD] [TD=align: center]33[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Standard NC[/TD] [TD=align: center]8.5[/TD] [TD=align: center][/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Aerodynamic Nose Cone[/TD] [TD=align: center]66.667[/TD] [TD=align: center][/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Protective Rocket Nose MK7[/TD] [TD=align: center]533.333[/TD] [TD=align: center][/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]NCS Adapter[/TD] [TD=align: center]15.559[/TD] [TD=align: center][/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]FL-A10 Adapter[/TD] [TD=align: center]30.544[/TD] [TD=align: center][/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Rockomax Brand Adapter[/TD] [TD=align: center]977.387[/TD] [TD=align: center][/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [TR] [TD]Tail Connector[/TD] [TD=align: center]180[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [TD=align: center]X[/TD] [/TR] [/TABLE]
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Just want to say that KCT rocks. I love the way it changes the "gameplay loop." Instead of one loop where you go contract -> build -> mission -> reward -> contract in Career mode; I'm going through multiple of those those loops simultaneously. Juggling all those balls feels awesome and really enhances the "space center manager" experience.
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Beautiful! Oh, the symmetry~~ Thanks, Jefferson, you rock =) Seconding para's suggestion as well. Even if you don't use a double nozzle, an expanded nozzle would be cool. A craft would only need 2 parts for equal 6 degrees of movement instead of four; if a player wanted to use 4 parts anyway, the thrust in all 6 directions would still be equal.