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Posts posted by ThatOneBritishGuy...
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Is there anything you can physically show us?
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This looks quite interesting. Going to keep an eye on this.
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Any indication on what artstyle the parts will follow? Will they be more stockalike or similar to the Fustek Parts?
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1 minute ago, Nazari1382 said:
The mod is not out of date because of Helldiver. It is out of date because we were waiting for the long list of changes coming to KSP in the near future. It also has nothing to do with anyone maintaining the Mechjeb mod.
My bad in that case. I merely glimpsed over the Original Post and went off of my memory with what I had read on this thread ages ago. Thank you for informing me though
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29 minutes ago, Whovian41110 said:
When is the near future?
I'd think within the week.
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In the event that Helldiver is not able to continue the mod, does anyone actually have the ability or plans to take over this mod (specifically from the amazing mechjeb team)? It's honestly a wonderful mod and I'd hate to see it fade even further into obscurity than it already has. I guess we have to hope that Helldiver does get around to updating it at some point...
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9 hours ago, CrisK said:
Sure! The Github project is "FengistMaritime". I can't update the original post, or I'd include it there.
Edit: I'll update the project with the bugfixes tomorrow. It's late here!
Perhaps a new thread is in order?
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11 hours ago, CobaltWolf said:
Golf club is still in. It hasn't been discussed much, our focus has been on the other aspects of the pack. But we haven't/aren't getting rid of it. What might happen is it will be something you equip using KIS (to make the Kerbal hold it in their hand) and then run the experiment from there. Personally I would like to include several things that don't require a scientist + engineer, or a full SEP, to use. But still keep with the theme of 'this science can only be conducted via manned missions'. The golf club fits. Another could be the Solar Wind Composition experiment from Apollo 11, which was basically a tarp they exposed to the solar wind for an hour before packing it up to be examined back on earth.
I'm not sure what camera you're talking about but I want to include one. The power port would be on the front, rather than the back, so that it faces the rest of the SEP.That sounds great (and THIS camera)
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If you're looking for vessels, I'm open to making some craft. Just give me a list of types of craft you need made, and a number and you'll have it.
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Is there a chance that the old part models could come back at some point? They were in fact quite well done in my opinion. And what is the fate of the camera and golf club experiments?
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Perhaps a spiritual successor for the Maritime Pack (which is sadly no longer operational) is in order?
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5 minutes ago, Starwaster said:
Sadly, documentation is lacking.
Fire damage starts happening when a part's external temperature reaches 85% of it's maxTemp. Several things happen:
- Its temperature begins increasing at an accelerated rate. (OMGITSONFIRE)
- It starts taking damage which ranges from 0-1. 0 being undamaged and 1 meaning destruction. (as far as scale 1 = 100%)
- The consequence of the damage is that its structural integrity is weakened and it can break off of the vehicle easier. (breakingForce and breakingTorque are reduced)
- Damage is also applied if a craft takes too much structural stress
The damage can be repaired by an engineer. The more badly damaged it is, the higher the skill rating required. (A message will pop up if the engineer attempting EVA repairs is not skilled enough)
That system was in DRE for a long time prior but had some issues with damage persistence and with the repair GUI.
tl;dr is that it introduces a soft cap that causes parts to fail gradually rather than suddenly exploding when their maxTemp is reached. Because of this, a lot of the parts whose maxTemps is managed by DRE have had their maxSkinTemp increased by about 17.65% (so that their former maxTemp becomes the soft cap)
I strongly suspect that the repair system is probably always going to be underutilized because most craft that get damaged are either going to be destroyed outright or if they survive are being recovered at Kerbin. And thusly no longer in play. Only craft operating far from home for extended periods of time are likely to be in need of repairs.
Ah. That explains it very well. Thank you very much for the speedy reply.
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Pardon me for my ignorance, but can someone point me to some documentation on this mod. Looking over the changelog, there's been a lot of changes in th past two versions and I feel like I need to know what exactly this "fire damage" is (among other things). Thanks in advance for any help.
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@CrisK Could you post a download link in the thread? I cannot seem to locate this mystical Github page
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So I'm assuming thus mod is discontinued then?
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[quote name='_Augustus_']Yeah but both those are outdated.[/QUOTE]
They only need a config update. Either way, a stockalike Clipper would be a nice addition to this mod, though taken into consideration era-wise, it doesn't seem likely that there will ever be one in this mod. I recall seeing a stockalike clipper a while back. It looked nice too, but I can't seem to find the thread. -
This mod is amazing! Can't wait for the next update!
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I swear on me mum. This guy..... Hyped for the footprints! :cool:
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I like where this mod is going. Keep at it mate.
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That's so amazing. I thought this mod was dead for sure. Guess it's risen from the grave huh?
Happy Halloween folks. I'll be here all day.
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Is there confirmation that this works with 1.0.4?
[1.1.2] B.R.O.K.E. - Beta 4 - 05/26/2016 - Now with gameplay!
in KSP1 Mod Development
Posted
So I don't know how feasible this is, but how about a budget graph over time. Not strictly necessary, but seeing an in game graph of how the amount of Funds my Space Program has, has changed over the past 3 years, would be quite useful.