-
Posts
31 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Rithaniel
-
How did I force smaller font? It originally looked normal from my screen, but I do everything from my phone, so that's probably the source of the issue. I just don't know what would cause fonts to shrink. 1. It wouldn't have to be deformable terrain. Maybe it could generate static parts spontaneously on the planet surface, which act as part of the planet surface. For tunnels or alcoves, you could have it appear transparent and teleport anything moving through it to something like an instance. 2. I hope someone picks up this concept. It's is the main idea I'd like to see exist in this shape. 3. Who says it would be like any other game? 4. I had a thought: In game, how are the Kerbals setting the lines? But yeah, any attempt to get this done would be epic. Interestingly close parallels. Out of everything you linked, MKS looks the best, giving bases that feel more like bases. I'm still not perfectly clear on what the survey stakes do. As for civilian population, it looks like an awesome idea, but how everything is shaped doesn't feel right. The width of these parts would create huge amounts of drag trying to get it out of the atmosphere, and everything being spherical results in non-perfect space usage. I assume you would just wanna go with domes for things like observation windows or farms. Really, your base would either look like the stuff in MKS, or construction equipment would be sent up and built elsewhere. I like the mod for the civilian aspects, though, that is indeed epic.
-
So, I kind of want to do this myself, but I actually have no expertise with coding or 3d modeling, and I dread the idea of using up even more free time attempting to learn. Though, I had a couple of ideas that I think would be interesting to play around with in gam. First idea was a couple of parts, the first, and simplest, being a bulldozer plow. You attach it to the front of rovers, and with it, you can bite into the terrain of the Mun or whatever other place you land it on, and making new shapes and terrains, though the bulldozer plow would be used primarily to create flat places for landing things. There would also be perhaps large scoops to dig out alcoves in the sides of hills, or maybe even tunnel all the way through to allow a service road. Then you have dump truck beds that you could fill up with dirt, their appearance changing as they go, and then they could drive to a new location and dump the dirt there, allowing bulldozers and cranes the chance to make terrain there as well. It would be fairly difficult, as the rovers would be needing to move several dozen tons of dirt at a time, so rovers would need to be particularly beefy to handle the load. On top of that, it would allow a direct segue into the next idea I had: Bases. Okay, so, officially, bases are already a part of the game, but whenever I look at one, I just see a really large ship that has landed on the surface. There is no mechanic to place a building on the surface. What I am thinking is something similar to KAS, where you place parts and it builds up into a new thing, but more than that. You would unlock blueprints (not parts) via a tech tree or the similar, which would give engineers new abilities. You right click on them, select something like "Set foundation", and then you click and drag the mouse to create a square foundation of whatever size you want, and maybe we have multiple kinds of foundations, like "space concrete" or "struts" or maybe something a little scifi sounding like "ripple weave nanotubes" and they could have different stats, like supporting different weights, or having different resistances to seismic activities. But I digress. Anyways, as the foundation is being placed, it gives a listed amount of required materials (which would be it's own set of resources held in a nearby ship, and would probably include ore from the mining equipment) and a listed amount of time it would take to build it, such as "1 hour per square meter", but you can have other engineers walk up right click, and "join work", splitting the amount of time down to smaller and smaller fractions, with little animations of them walking around the foundation and working away until they bump into another Kerbal and go the other direction. Also, the bulldozer and building parts from above could likewise lower the required time. Anyways, beyond foundations, you would build walls, windows, hatches, maybe even domes, each with their own variations and customizable details. Once that's all been sorted out, you could fill a structure with oxygen, and begin interior work, customizing it towards a specific task, such as making it a power plant, a habitation module, or a farm. These would be unlocked with their own blueprints, and require their own resources, requiring facilities to be above a particular size, and taking time as well. Once a facility is complete, it would have to be staffed, which you could do one of two ways: use Kerbal astronauts to work there, which would require potentially dozens of astronauts using up all their time to keep one building working, or you could ferry up civilians specially trained for such a task, but with the added caveat that these are not astronauts, comfortable to survive in a pod for months, and they would need facilities specifically directed towards them, such as apartments, farms, an administration facility, communications with home, entertainment, and whatever else we could dream up, each with their own Kerbals running them. We build this all up toward an extraterrestrial VAB, which is obviously going to be a massive building and require huge amounts of time and Kerbal to crew it. Maybe a fabrication building to emulate the R&D building back home, meaning we could only build with parts we could fabricate, and unlocking new fabrication requires science. We'd likely have a thing of one fabrication building per planet or moon, or a fabrication building can supply a VAB within 100 km of it. Third mostly builds on the previous idea, as it is based around the idea of civilians in extended journeys through space, but you could easily have such a thing via other mods or even in stock KSP, though not in large enough numbers for this to really make sense. But it would probably be very 3D-modeling-light, as it would just be a series of messages that pop up with an appropriate image displayed to the right. It would then explain that something has happened, such as a new generation of Kerbals being born off Kerbal, meaning you need to build more structures to accommodate them, or disease has spread through a civilian base and cut the population drastically. Maybe this is the reason for the administration building listed in the above idea, as politics becomes important, else civil disputes can escalate and give rise to new factions, that go off and build their own base nearby and begin competing for resources with you. Some of these messages would have actions for you to take, and they would be semi-random and numerous, each with it's own weights and triggers that affect all other possible eventualities, but this could give a base it's own narrative. I've only thought about this idea in passing, though, and there is certainly a lot more than what I've listed here. Fourth, and lastly, is a very simple idea: Trains and monorails. This would simply be a less tedious version of rovers, allowing you to connect two bases, set a vehicle towards them which will get there in a few days, and then just send it, and go do something else, like launching a new ship. Clearly, these four ideas could be summed up into a single mod, and, in my humble opinion, that would be the most kick ass mod ever, but it would clearly be a very time consuming undertaking. Thus, I decided to present them as four different ideas, to take and think about in their own right. If I ever achieve the expertise to make something like this happen, and nothing has been done in regards to it yet, I'd gladly come back and give it a go, but that probably wouldn't be for quite some time. PS. This was a very long post, so I haven't checked for spelling or grammatical errors. Apologies if any exist.
-
Docking Difficulties
Rithaniel replied to Rithaniel's topic in KSP1 Gameplay Questions and Tutorials
Thank you very much for the exact instructions. They were a huge help, and now Primary 1 is beginning to take shape. Unfortunately, no, as I placed the vast majority of jets directly on the lander can, so it would wind up being the part with maneuverability. Also, I had considered launching new and larger parts to see about getting the docking to work through them, but that seemed like way too complex of an effort, if docking was still possible in the meantime. Yeah, there was the lander can, which was originally placed on top, with a port on top of it, but, for aesthetic reasons, it was decoupled, rotated, and attached to one of the radial ports, making it a radial can. That all being said, docking has been achieved. Thank you all for the help. -
Docking Difficulties
Rithaniel replied to Rithaniel's topic in KSP1 Gameplay Questions and Tutorials
I need to download that immediately. Also, I just looked it up, and Docking Autopilot is unlocked at the 550 science floor, and I'm only about halfway through the 160 science floor, so MJ won't be there anytime soon. Yeah, I've been trying to get the problematic ship aligned first, but using MJ puts it crooked every time, and, even if I manage to wrestle it into appropriate alignment manually, it just wanders out of that alignment of it's own accord as soon as I switch to the other ship. Also, all docking ports are radially attached, so each one results in a misaligned navball. -
Docking Difficulties
Rithaniel replied to Rithaniel's topic in KSP1 Gameplay Questions and Tutorials
I plan to have future additions to this ship to include forward-facing docking ports to fix the navball issue, so that's not a long-term issue. As to getting MJ to get it to do the work for me, I've been fooling around with it for a while to just get the ships aligned, and I'm not sure how to utilize it to autodock. -
Hi, I'm having a bit of difficulty docking two objects in orbit. I'm unable to upload screenshots, so I'll do my best to explain the situation in detail. The two vessels are pretty much exactly the same, with a lab above a fuel tank of the same size as the lab, and a poodle engine below that. Each one also has three docking ports put up with symmetry around the mid-point of the lab with one of these three docking ports occupied by a Mk1 lander can that was originally positioned on top of the vessel, before being decoupled and shifted to the side. Now, here's where I believe I began screwing up: On one, I placed the RCS jets only around the lander can. On the other, I placed them around the lander can, and the lab, but not the fuel tank. So neither one has perfect translation. On top of this, when I shifted the lander can from the top to the side on the first ship (the one with jets only around the can) I also chose to "control from here" on a docking port, so now the navball is all insane, and, without a docking port on top of the ship, I can't reorient it correctly. These two are going to be the base for a huge ship, so I really need them to be docked with their engines pointed the correct way, and I've managed to get them in just about perfectly synchronized orbits within 10m of each other, but I can't get them in parallel orientations, and, even if I'm close, when I try to translate, they rotate. What can I do? Also, in case it's useful, this is a career mode game, I'm about halfway up the tech tree, and I have the following mods: KAS, KIS, KW Rocketry, Ferram, Infernal Robotics, Chatterer, MechJeb (There is a MechJeb module on each ship).