Jump to content

RedParadize

Members
  • Posts

    866
  • Joined

  • Last visited

Posts posted by RedParadize

  1. Yes you want everything. but it takes months for me to make a single thing. So. you will have to be patient lol.

    lol. I kind of understand that, I happen to be working 3d industry. Movie, not gaming. There is always someone that have a briliant short move scenario, they always think it could be "simple" and "easy". No offence Dragon1, I can be that guy too. Talking about something "simple" and "easy", I would be realy pleased if, instand of new model, you could add to your universal fuel tank diameter option. "Just" that would be awesome already. Sorry...

    I think I will go beg r4m0n to take a look at mechJeb compatibility with you vernier engine, they are just too awesome to be left without it.

    Edit:

    Damn, I almost forgot, do you plan to have a Liquid Fuel variant of your universal fuel tank?

  2. I just downloaded it, from the unofficial alternate host from johnwayne1930, as the main link direct to kerbalspaceport. Don't know if its a outdated version but it does not work for me.

    The Dragon part won't attach to anything but a manned capsule and can't be use as the first part. Its a bug that I encounter before but I can't remember what was the cause... I will investigate a bit, might find a fix.

    If you have a alternate download of a working version let me know.

  3. Hello RoverDude.

    I am not quite sure. I might have a bug to report. I think its related to RSS 6.4x.

    The warp drive works fine, but if I go back to KSC, I can't select the building anymore. Or, if I roll back to launch or VAB, the launch pad have no collision anymore and the rocked go right trough it and "land" on the real ground.

    Does any other RSS 6.4x user have a similar bug?

    Oh, I also have a quick question. Would it be possible to had a MinAltitude to regular engine? I would like to limit one of my OP engine to Solar orbit.

  4. Looking back, I can't help but think "what the hell was I thinking?".

    It's an interesting progression though.

    Sorry, no download yet. I'm still in the process of making an IVA, and I still need to figure out the best way of giving people access to the parts when I release them. I'm thinking Google Drive maybe.

    When I was teaching 3d modeling, one of the first leason was to not do designing and redesigning during production. The funny part was that I had very sadistic method associated with that. It might be a error but it is a great learning processs. So I was making them redo their work, from scratch, and over and over again.

    That said, nice stuff, keep working.

  5. Anything that make SSTO is OP by definition. Hey every KSP player have build one these at one point. Presonatly. I have a set of custom mod that project me directly in the world of science fiction. I currently have several fully autonomous single stage to everywhere design that can land on every planets and moon of the x6.4 solar system without coming back.

    Thanks super danse fuel tanks.

    Thanks OP nuke engine.

    Thanks karbonite extraction.

    Thanks Deep freeze.

    Thanks Hooligans labs.

    Thanks tweakscale TtW scaling factor.

    And above all, Thanks overlaping part!

  6. Intesting, but if I understood correctly, its not exacly what I am looking for. Or maybe its more that I just don't know enough how stuff work in KSP. I guess I will start by the end and explain what I am looking for. Then maybe you will be eable to help me a bit. Brace yourself, I have a long list of wishfull thinking... and didn't do anything so far to make it happen...

    Here is my premiss. I consider colonization as the endgame. but a colony can easily have 100+ parts. When I try to land a ship with a equaly large amount of parts near a colony like that, it lag and often it doesn't end well. The colony fall apart of I can't control the decent and crash. Also, when loading landed ship or colony, they often fly in the air on loading. The problem is, there is way too much stuff that rely on dynamic joints in this game.

    Thats why I am concidering by the idea of using static building to create colony. Static object are stable by nature. And I would like to reserve dynamic for stuff that need it. What I have in mind is a bit like what MKS is, similar in the sence that Kerbals are required to make the colony work, its not that I want to replace MKS, large and permanent colony would take allot of time to build, so its more like something that could be build on top of it. I am thinking of something of much larger scale, hundreds of colonists and more. But Unlike MKS, I think it shoud be oriented toward Macromanagement. Colonist, resource and production idealy would not be managed individualy. As a example, concider this:

    A Colony is considered as a single entity. Kerbals are not assigned to a building, but to a task. They sleep in the barrack/housing at night, and go to their work at day without player care (obviously it would be cool to have random activity like the one in KSC, but thats truely optional.) A kerbal, when entering a colony, change state and is no more tracked by TAC. Just like what scottpaladin's Deep freeze does. Instand of TAC, Kerbal are taked care by a much simplier system:

    A colony can host as many kerbal as it can support. If its in balance, the player don't have to care about anything, and can go do something else. If it as less kerbal than its support capacity, excess of production will be stored in a warhouse and disposed as the player see fit. If a colony that have more colonist than its capacity. The last kerbal that entered will be concidered as guess and will concume the stored resources under the TAC system.

    Same goes for other resource their respective production facility. To support a said amount of kerbal, a colony need a minimun mining capacity of each resources, excess of resource is stored and can be used to improve the colony, and later on, when the colony is big enough, build rocket hangar. At start, it will just store them like allista's hangar mod. And eventualy, build new rocket. Unlike Extraplanetary Launchpad, it would cost something as local worker would have to be paid. Also, I would like to use the same limitation in volume that allista's hangar mod have. To build bigger rockets, you would need a bigger assembly hangar. Price of parts could be multiplied by how technologically advanced they are. To reduce cost, industrial building would have to be upgraded. Upgraded industrial building would require more kerbal, and so on.

    Colony would heavily depend on whats available localy. If the extraction sites are far, a rover hangar would be required to carry resource from the mining outpost to the main colony as well as the workforce required to operate the mine. The player would have to build a rover (localy or not) and drive it to destination and back once. Then its stored in the rover hangar to protect it from the kraken. Same for if the mining on a close celestal body, but with a rocket hangar.

    To had some flavor, there could be contract linked to this. Not just colony construction, but colonist transfer as well, Kerbal could wish to go back to kerbin after a while. It couldbe influenced by courage I guess. Or, a simplier solution would be to have a precentage of colonist that request to go back every year. That precentage could be influenced by some thing like a recreational building or confort level base on how crowded the colony is.

    Hummm.... now that I wrote all this. I realise that it could be done with massive single part colony module designed to be built instand of transported. Its starting to look much more like roverdudes MKS.

  7. Humm, outside electic engine, The ratio doesn't affect much. But keep in mind that some people will use these engine with other fuel tanks. They might be surprised a bit. Thinking about it, if the engine burn more oxidizer, it would compencate for the liquid fuel that got burn with air intake during atmosphere flight. Is it why you want to change it ?

  8. That's very strange. I just loaded up my test environment and I can't replicate the behavior. TAC behaves as I expect it to both when the vessel is focused and when it is in the background. I'm not sure what corner case you've run across that could be causing this. When you've had this happen, what was the state of the vessel (prelaunch/orbiting/landed)?

    I have been using your mod for quite a while, Given I dash 3.2 gig with mods, I do have to reload KSP quite often. Thats probably why I noticed this strange behavor only yesterday. I updated TAC and Deep freeze about a to week ago, I also updated again when I noticed the bug.

    To anser your question, It first happened to me on a ship on the way to duna. After 124 days, when I unfreezed the food droped to the level it would be if I didn't freeze. The ship have was focused durring all the trip.

    I then preformed several test, some landed on the pads ( did a quick lunch and landing), some in flight and in orbit. Result was always the same. Then I noted that in the TAC life support roaster window, the frozed kerbal were still there and the "last updated" timer was still going up.

  9. I have a "bug" to report. Seem to be related with the latest version of TAC.

    When you freeze a kerbal, TAC still track it, the "last updated" timer go up and, when you unfreeze. It update and substract the resource that would have been consumed if not freezed. If you happen to not have enough supply, TAC kill the Kerbal as you unfreeze it. There is a work around, if you save and reload before unfreezing, then it work fine.

    Hope it helped

  10. Hello there.

    This is my first poast, but I have been following KSP forum for over 8 months now. I have tons of mod installed, including some that I customized for my own usage. I know, as I have worked in the gaming industries, how much work modding represent and I really appreciate how it have improved this game. As you may have noticed already, English is not my native language. Please excuse my bad vocabulary, grammar and the hilarity that it sometimes create. Now that I have introduced myself, here is why I am here:

    I see a great potential in your mod, and I am wondering how far it is possible to go with this aproach. To your knowledge, would it be possible to give static building property similar to the one that are in KSC? Or maybe attribute that parts can have? Like hatch, IVA, resource etc ?

    I would like to have a mod that work a bit like your one, but that would have the purpose of building premanent colony on other planets and moons. What I am considering is to build colony that work a bit like the Space Center. With a interface similar to it. Like the free camera (moving view on a plane using arrow). From that view you can build new building. Clic on building to get the interface just like in the KSC, and from there you access the management part, and possibly upgrade the building itself.

    Obviously, thats quite ambitious. The building would not be the same, and the code that handle KSC doesn't seem to be available. It seem to be allot of work. I realy don't know... What do you think?

×
×
  • Create New...