Scotskerb
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Everything posted by Scotskerb
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[WIP-PROTO] Dark Days - Eternal Black.
Scotskerb replied to daniel l.'s topic in KSP1 Mod Development
I've never seen a post-apocalyptic KSP mod. This should prove interesting. -
Well, I'm going to test it. If it goes well, do you mind if I post the reconfigured version up here?
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I see. And you've tested this on various computers?
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I'd still like to test it myself.
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You're sure it's not just your computer? I'd like to test this myself.
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I suppose that makes sense. Have you tested this?
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BTW I was reconfiguring the stars in this mod to have real-life distances (instead of the 1/10 scale that you did), and I can't seem to find any real config file for the GJ 570 System. Can you help me out here?
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Not that I'm aware. However, they do not orbit our sun, either. The static model would still be more accurate than the heliocentric model.
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I just had an idea! What if you replaced the sun with something that has zero mass and size, and then created a new sun orbiting the object? Then you could have all of the stars orbiting this object. This would work because they would all orbit at 0 m/s, and bodies aren't positioned based on orbital period. Thoughts?
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I was talking about 1.1.3. Thanks!
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Another Star System
Scotskerb replied to Scotskerb's topic in KSP1 Suggestions & Development Discussion
Ah. Yes. I've seen that video. Still, it is incredibly satisfying to land on extrasolar planets, even if it's not much harder than Eeloo. Once you get to Eve, you can get pretty much anywhere via gravity assists on very little delta v.- 22 replies
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Do the latest versions of Constellations work with earlier versions of KSP?
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(Artwork) My first Sub-Orbital Craft redrawn on photoshop
Scotskerb replied to Duck Kerbal's topic in KSP Fan Works
Whooooooooaaaaaahhhhhh! I like -
I think you should definitely add models from the New Horizons mod. You should check it out.
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Another Star System
Scotskerb replied to Scotskerb's topic in KSP1 Suggestions & Development Discussion
I do. However, these mods tend to take a while to update. In fact, some of them aren't even supposed compatible with the latest KSP version; they will run, but there are quite a few glitches (for example, spacecraft spontaneously terminating). Did you use only stock parts? Well, even if you did, it's not just about how easy it is. I've found that exploring another star system is substantially more satisfying than exploring modded planets within the Kerbol system (the exception being New Horizons).- 22 replies
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The Kerbol system alone is a bit boring. It's also relatively easy to get as far as Moho or Eeloo. We need a new challenge.
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Easy Mode: Do a manned flyby of every body in the Antares system found in this mod. You may only use stock parts and stock game mechanics. The only other mods allowed are visual aid mods such as Kerbal Engineer and Trajectories. Then return all astronauts safely to Kerbin. Normal Mode: Do a grand tour of the Kerbol system on the way home. Hard Mode: Land on everything except the stars and gas giants. Do atmospheric flights of the gas giants. Extra Hard Mode: Do the same with the Kerbol system. Ultra Hard Mode: Impress me. How to Impress Me: Figure it out. *BTW This must be done in KSP 1.2.2.
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The thing is, Narnia is a flat world, and I'm pretty sure KSP isn't particularly flat-world-friendly.
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Can you add the Trappist-1 system?
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Just a thought: do you suppose there might be a way to make the stars nonmoving rather than orbiting the sun. Basically, each star (including the sun) would have a fixed position and limited SOI. Then you would have the space outside of all SOI's, where the status on your ship says "floating in space" rather than "orbiting the sun" or "on escape trajectory out of the sun". At this point, the navball would still point at the sun, but you would have the option of manually switching it to other stars (or you can wait for your ship to enter the star's SOI, where it'll switch automatically). I'm not sure whether or not this is possible to code into KSP, but could you maybe consider trying this? EDIT: Even better: what if only the star system you're in gets loaded? It would basically be like loading dimensions in Minecraft: only your location gets loaded. You would still be able to see stars in the tracking station and map view, but their planets will only load if you're focused on an object (spacecraft, planet, etc.) within their SOI.
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I noticed you saying that this mod multiplies star distances IRL by 0.1. Could you maybe create a configuration option to not do this (I'm trying to do a KSP project that's as real as humanly possible)?
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If there were no limits - what would you make?
Scotskerb replied to Foxster's topic in KSP1 Discussion
I would build a network of supply asteroids using hundreds of girders and advanced grabbing units. I'd also use tweakscale to build a rocket about 70 km tall and see how far it could go. -
Could quantum physics be applied to the game? Like the rules about the speed of light? For example, as a spacecraft approaches 300,000 km/s, its mass could approach ∞, making it impossible to reach the speed of light. And there could be redshifts and blueshifts as things like spacecraft, planets and asteroids moved together and apart at really high speeds. And I'm sure other quantum physics could be applied as well, like maybe using particle accelerators as a form of thrust. I think this would be an incredibly interesting challenge.