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Everything posted by linuxgurugamer
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[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Value of vessel is easy, I'm also trying to link it to the science costof the failing part. So for example, something I'm toying with is: sci = science cost of node part is in cost = vessel cost (excluding fuel) scienceAwarded = sci /10 * cost /100 I'm not sure of the numbers yet, I still haven't yet figured out how to get the science cost of a part in the flight scene It is a chance of 1:50 (ie: 2% chance of failure every fligh), not exactly once every 50. -
I'd like to be able to take a part, and find out how much science was needed to buy the node that that part is in. Obvioiusly this would be for a science and career game. So I know that first I need to find the TechRequired for the part, and then given that, find the find and get the science cost. But so far, I haven't had any success. The tech tree is only spawned when going into the science building, I need to do this in a flight scene. Thanks
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[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Great thinking that the rest is already implemented. I think getting some science is a great reward and incentive to not revert to launch. "Damn that sucked... but at least I got 10 science out of it" or something along those lines. The amount of science could be proportional to the launch cost (and top out at a maximum). So your $200,000 fuel launcher might blow up spectacularly, but hey, 12 science! Kaching! After thinking about it, great idea. I'm implementing it now, any suggestions for how much science to generate in the event of a failure? -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Chances are set in the settings Science reward isn't really the aim. If there's interest, I could add it Incidents already appear in the F3 window -
[1.12.x] Kerbal Launch Failure Revived
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
Like, a min and max time? Or just something totally random? -
- 16 replies
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While Squad doesn't like random events, this is interesting. Kerbal Launch Failure (which I revived and maintain) does something along those lines, but it's totally random. It wouldn't be that difficult to code some random issues during descent in an atmosphere, but, from my point of view, it would be nice to know IF there was a sandstorm or high winds at the landing location. This is where things get tricky, cause now you are starting to get into some sort of weather simulation in an atmosphere.
- 16 replies
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No, it won't. Due the the way the game puts vessels on rails when not in close proximity, it can't deal with a constant-acceleration ship, unless you intend to only have a single ship in view and in flight, under power, at a time
- 16 replies
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
linuxgurugamer replied to Qberticus's topic in KSP1 Mod Releases
Surround them with try/catch for now, worked for me with VOID -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
LOL I had downloaded the Retrofuturev1.7.2b, but that is for KSP 0.25 I just got the TransparentPodsv1.2.2, thanks This is way down on my to-do list. But I liked them, and if I ever get some time may take a stab at resurrecting them -
The supernatural planetary travel won't work in KSP due to the basic underlying structure of the game. Politics is a totally different game, would essentially be a new game (lots of work) Automated Space construction and automation is interesting and doable, but would need a lot of design work Surface and space events is also interesting
- 16 replies
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[1.11.1] Hullcam VDS Continued
linuxgurugamer replied to linuxgurugamer's topic in KSP1 Mod Releases
What keys do you want to use? -
[1.10] The Undockinator v1.1.1 - Undock your ships
linuxgurugamer replied to hab136's topic in KSP1 Mod Releases
Part Commander is in a new thread now: -
Kerbal kloning program
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[1.6.1] NodeHelper - tool used to edit node positions
linuxgurugamer replied to Felbourn's topic in KSP1 Mod Releases
I know. but if you don't want to do the maintenance, I wouldn't mind taking over the support. -
I know, but unfortunately, this is VOID, which I didn't write(written by @toadicus ), and the code is currently looking at all assemblies. Eventually I'll probably see if i can fix that but for now, this works.
- 606 replies
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[1.3.0] Launch Numbering 0.4.0
linuxgurugamer replied to Damien_The_Unbeliever's topic in KSP1 Mod Releases
Very nice, a much simpler version of PDPN -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
linuxgurugamer replied to nli2work's topic in KSP1 Mod Releases
it's on my backlog, you can see it on my Google Mod spreadsheet listed below