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Everything posted by autumnalequinox
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Shirt sleeves on Duna?? Pack your coat and O2 tank!!!!
autumnalequinox replied to autumnalequinox's topic in KSP1 Discussion
it may be. quick calculations suggest Earth has 0.2 atm of pressure at about 40k feet. http://www.regentsprep.org/Regents/math/algtrig/ATP8b/exponentialResource.htm Mt Everest is 29k feet high. (google) Anyone out there with some knowledge about when a pressure suit is needed? Would 40k require one? Or could you get away with maybe just a helmet? - - - Updated - - - ooo you're right i messed up my calc. -
Shirt sleeves on Duna?? Pack your coat and O2 tank!!!!
autumnalequinox replied to autumnalequinox's topic in KSP1 Discussion
Oh definitely that's why you would need an O2 pack at the very least. How high do you need to go on Earth to reach 0.2 atm? Is that thin enough to boil your blood? Off to wikipedia.... -
With Duna technically having a surface pressure of 0.2 atm and average temp around -40 C, a pressure suit would be unnecessary would it not? You could technically get away with being equipped like a climber going up Mt. Everest; with just heavy clothing and a breath mask with O2. Am I right or wrong? I daydream sometimes about how amazing it would be if this were the case on Mars. Or if Venus was instead just a hot wind blown desert world with soda seas (instead of being equivalent to diving into 100s of meters of molten lead). Could you imagine how different our space program would be if there was even a slightly habitable world nearby?? No wonder the Kerbals are so obsessed with space flight. They have two marginally habitable worlds and one distant terrestrial world.. all in their HOME SYSTEM! What an amazing gift that would be.
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Decent Budget Joystick Suggestions? Anyone?
autumnalequinox replied to autumnalequinox's topic in The Lounge
Oh wow I wasn't expecting so many replies. I didn't realize so many used joysticks with KSP. Thanks for the suggestions everyone! I've been looking at a Thrustmaster T Flight X (mentioned up thread) only because I see it listed for $29 right now. But now I know what to keep an eye out for. Ebay here I come!!! -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
ahh thanks this is actually very helpful, I need to do my part with the debuggery. I need to update realchute and a few things, I suspect it may be there or with mechjeb, now that memory serves me I had the camera lock up problem before I got KCT, it was just less frequent (but then again I am playing alot more now lol). and @WololoW: here is a link to a mod proposal I have made dealing with such things. http://forum.kerbalspaceprogram.com/threads/91176-Space-Program-Historical-Framework-Research-Goals-a-plugin-to-tie-it-together @magico13: actually assuming I can find time and learn a new programming language again I would like to make (or trick someone else into making) a dependent plug-in that deals with more of the admin side of things. It would sort of be like MKS/OKS to TAC life support, an expansion and companion but reliant on the passage of time provided by KCT (as well as research). If you were okay with this of course. So far it's barely out of outline, however. -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
of course I second this, but only to get out of doing work -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
that's the same problem I had awhile back. I also use RealChute. I haven't seen it since the newest hotfix, however. I've also been getting a sporadic camera lock up that can be hard to work around. It locks the camera when returning to the space center, facing out towards the runway. I also cannot warp at all, the sky flies by but no time passes. It can be fixed by going to a launch. If I jump to any ship in orbit (such as by using the alarm clock) I immediately get a kraken and the ship gets vaporized and a random ship gets launched out of the Kerbin system. It seems the only solution is if the camera locks and I can't get to the launchpad (reconditioning) is to exit the game and close it down completely. I saw this bug reported earlier in the thread. It seems to be triggered at random, about every 15th scene change to the Space Center. It can be triggered at will by having a ship on the launchpad and reverting to the VAB. Next time it happens I will grab the log. (how do you do that?? I feel stupid but I have never done it before). -
Thanks for the support. I'll keep you in mind! If this ever gets anywhere Unfortunately I spend too much of my limited free time playing and may get distracted. I have almost finished a rudimentary outline, however, which will approach this progressively.. starting with simply the annual report (with budget) and yearly events. If I can get that much coded then the tough part will be working with other modders and integrating functions together. I've dreamed of KSP having a strategy element since I started playing, and it would be kewl to add a new sub-style of gaming. Soon it will be.. pilot, builder, and bureaucrat!!
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Sooo I just picked up a cheap Attack 3 gaming joystick for 2 bucks at Goodwill. I have been hunting for a real flight stick but I said "what the hell..". It works (amazingly) but of course is useless for multi-axis control. I am on a crazy limited budget (all my fun money is going to KSP-related things, cause insanity). Does anyone have any good suggestions for a cheap, but decent flight stick? I want to hear from the KSP community, not random reviews. Good for this game, and space sims in general perhaps. Single piece, as much as I would love thrust sticks and pedals I can only afford a single unit. I used to play Microsoft Flight Sim back in the day (never had a stick, tho) and even used my experience to co-pilot for a few hrs in a single prop (best time of my 15 yr old life). I miss the feel of a joystick, and I think it might get me to go IVA more and build some space-planes. Won't be much longer until I cut out boxes and surround my computer desk with markered on "buttons" and "readouts", turn off the lights, turn the AC up, and liquefy back into a kid again.
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oooo this is a neat thread I can't believe I didn't see it before. finally a place to chronicle the sadness that is my life . I try not to see what others build to force myself to resolve problems on my own, so I just skimmed some of the designs but wow.. crazy 1000+ part behemoths everywhere. I've already spent a couple hundred of my meager funds on PC upgrades but.. ::mouth agape::
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Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
No problem -
(I realized I posted this in the wrong area and any continued discussion will be moved to the plug-in development sub-forum, with a link here) As I begin to try to relearn how to code with modern languages (i stopped back in '00) and need some projects to keep my interest, I have been tossing around ideas for plugins that may be useful. My background is mostly in economic simulations, which I excelled at creating when I was 14 and even made some for school projects later on. As the new career mode opened up the flood-gates for some true space program sim mods (Kerbal Construction Time, Dang it!, the venerable Final Frontier, Mission controller, fine print, etc) I have been considering creating plugins to expand on the Space Program management side. The Concepts: Scientific Goals Having major scientific goals on individual worlds/moons that become accomplished after studying enough biomes (possibly with custom biomes support) and generating enough research points at a specific world. Each one will have one or more major questions to be answered... such as "Did Duna harbor past life?" or "Does Laythe have current life?" possibly with some randomization involved. These questions would allow targeted research missions to have more purpose, and the rewards could be cash, reputation (which I want to expand on), additional research, or a possible new value I have thought of adding... Prestige. Space Program Bureaucracy Ok, so many of us play KSP to avoid the nitty gritty of dealing with public relations, congress, etc.. (to build our DREAM program, without idiots changing things). But in a hardcore career game, sometimes it may be fun to deal with the bureaucratic side of running things. This could be tied to the contract and Scientific goal system. Either it would turn reputation into a value also representing public interest, or adding a new value, such as Prestige, or Public Interest (PI). Public interest would essentially increase by completing contract goals and scientific goals, and decrease over time (think Apollo 11 as completing every goal, and then the other Apollo missions working against a slow decrease of interest). Decreasing interest would impact budget (annual budget, another possibility) or reputation. It would encourage a few "Bam, WOW, SCIENCE!" missions between building the 4th com sat or launching the 5th fuel pod. Both of these concepts would be somewhat dependent on Kerbal Construction Time, which extends the game's time-frame in a way to require things like annual budgets and degrading rep/prestige. In addition, the possibility of an annual report, detailing missions completed/failed during the year, kerbals lost, science gained, and cash granted. Possibility of adjusting things each year, such as percentage of budget spent on research, development, or operations. Effectively, this plugin would be designed to tie together many others (Final Frontier, KCT, etc) under a single framework. It would not require any of them specifically, but work better with them. Additionally, random events could be added. Gus Kerman may die in a tragic accident during the year, or a space race could heat up with the Kerbiet Union (generating additional funds), or a vicious Kongressmen could try to shut the program down, stirring up distrust. These could be simple decision nodes, limited to the annual report, that may affect the future of the program. And specifically, it would be designed primarily to enhance the career mode, and designed to provide a Historical Framework to the game. I want the player to feel like they are nurturing their space program through ups and downs, failures and triumphs, losses and gains, and by the end.. feel like they played out the alternate history of space exploration of an entire planet. The ultimate feature would be to take all the event recording the game does, along with any screen shots taken, and allow a historical log to be created and shared with the community. This may be a bit too ambitious for someone who hasn't written code in nearly 10 years, but if it gives other, more talented individuals a good idea or if anyone else thinks this could be fun, let me know. I may try to tackle this concept in small portions, tying it together later or collaborating with others. It frightens me a bit that this may interest some, but I think I need some pressure to get motivated
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A try on Perodic Budget
autumnalequinox replied to Kegereneku's topic in KSP1 Suggestions & Development Discussion
i haven't coded since the days of yore with BASIC and Vbasic (and some C++). just got a copy of visual studio (and I've had the unity kit for some time now). So by the time I retrain my brain to make the mini plugin somebody may have gotten there before me, but we'll see. -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
now on year 8 of my super-career game. i have been manually adding funds each year (rep/10 x 10,000) (kongressional funding). With a subsequent deducation of reputation (public interest waning) of 10% each year. (i really want to make a small plug-in to do this). otherwise, letting the score of realism mods do it's thing. my space program has gone from mercury to apollo and beyond. the time span feels realistic, think how much we accomplished in a decade? and now, for the first time... my game has a sense of HISTORY. there have been failures (thanks dang it!) and engineering screw ups (all me). famous astronauts (thanks final frontier) An entire interplanetary cruiser turned out to be a horrible design, and barely got the crew back alive (thanks TAC life support). but most of all, thanks to KCT, there is that feeling of history. The game is telling a story now, and that story will be different for everyone. I love it how the community has brought this story-telling to an otherwise fine game about building rockets, and evolved it into the story of the History of a fictional space program, run by little green men in a tiny solar system. -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
ahh ok, that's very enlightening. sounds a bit like procedural tanks. i had to abandon those after they became incompatible with Dang it! but they were useful in some, but not all, situations; specifically to save part counts and fill weird space that other tanks would not. it's good to know it's not a cure-all for everything, even if it complicates modders' jobs a bit -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
I know this is a bit off topic but.. I have been playing a hardcore career game and have tweakscale loaded but absolutely forbid myself from using it. Does it make career too easy? As magico said.. it basically gets rid of the motivation to aquire new tech. Is there anything that balances it? -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
So after a few hrs of playing only bugs I encountered were two camera lock ups at the vab and one weird whole game blanking out when I hit esc on accidentduring a scene change. Nothing to make it unplayable and my saves were fine. The launchpad retcon has made me finally..after a year of playing ksp.. start developing space planes for emergency use. Which is awesome -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
i just got the latest hotfix, and so far so good the weird graphics problems seem to have disappeared. going to get deep into a few hours of playing and i'll report anything odd. haha only thing that sucks is that with the new launchpad rules i may not be able to make the transfer window for duna (i had planned on four launches in 24 hrs on with vehicles i had already built). oh well i can always test this modular craft locally. -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
okay some weird issues with the new version. i wish I could be more specific or had some hard data to back this up. After removing the old folder and replacing it, and loading my career game, suddenly i was having non-stop camera issues (lock-up, unable to click buildings at the Space Center). Also once in the VAB, instead of a view of the launchpad, I got a view of the top of a series of buildings, creeping into the VAB itself, Inception-style. Also, a few times after simulations or flights, the camera would get stuck somewhere inside Kerbin. Now I run many mods but these problems appeared only after updating, and I had to roll back to the previous version, and they all went away. I know this is not very helpful and I have a feeling it's interacting with some other mod, but so far I have been running 30+ mods together with no issues besides an occassional camera lock up that can be fixed by switching views (camera locks at space center). Wondering if this weird series of graphics and camera problems have been experienced by anyone else. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
crap nevermind i see the messages now in the upper right bar with the other messages, perfectly organized. ignore that! i've been rather useless on the debugging front lately. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
I have messages and everything enabled, and the newest edition, and upon inspection of parts I don't get a "... as good as new, etc" message in the top right corner anymore. i don't see any information on the screen about the part's current status. my screen is cluttered but i'm not seeing it. everything else is hunky-dory. my mod situation is the same as before, only change is the new version. i also updated during a current career game. -
Kerbal Construction Time/StageRecovery Dev Thread
autumnalequinox replied to magico13's topic in KSP1 Mod Development
wow i just got this mod and i really think it absolutely completes my game experience. combined with dang it, now I have a space program. time for the ultimate career mode game. -
A try on Perodic Budget
autumnalequinox replied to Kegereneku's topic in KSP1 Suggestions & Development Discussion
i just found this thread and was nearly about to start my own about the same thing. i haven't had time to read the whole thing, but I was about to start developing my own mod for an annual budget based on reputation score, which also degrades your reputation each year to represent the public's interest waning without exciting missions. so far I have been doing it manually, by editing my save file. every year I pay my agency 10K for every 100 reputation, while also reducing my reputation after payment by 10%. that's it. it was just a small stipend, but it has been enough in my career game to keep my agency afloat even with the large STS network and com sats I tend to put up to support the program.