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Nightside

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Everything posted by Nightside

  1. If computers start counting at 0 ie 1,2,3 = 0,1,2 then how does a computer count a value of zero?
  2. Well the built in dV calculations are pretty major. It probably should have been included before the game went to 1.0, and I think it will be a big change to how people will play a "stock-ish" game. But besides that, although I'm all for Squad fixing bugs and reskinning parts to, I think they should be able to do that without so many mod breaking changes in 0.0.X minor updates.
  3. @Electrocutor you've been involved in some cool stuff and I like the range of things you are interested in doing in the game. Story Mode (Kerbal Power!)- This sounds really interesting to me, building up from the first principles of mechanics and aerodynamics. I can imagine a story where kerbals have crashed on a planet and must build a new mothership from scratch. Also, could this allow a kerbal bicycle? How come I've never seen a bicycle modeled in KSP? Torque has potential to be an interesting challenge beyond the scope of the story mode. KSP has a pretty good ability to model or simulate real design challenges and sometimes these are fun to solve and learn about. Besides turning wheels or propellers torque could also be considered in jet turbines and even rocket engine turbopumps. Getting to mess with the inner workings of how these engines work would be great fun for some people. However, Kerbal powered crafts will go slow compared to other parts in the game, the level of detail of terrain and buildings is not super-interesting, so although it certainly would be fun to design kerbal-powered crafts it could be boring to fly/use them. Additionally, if "story-mode" relies on the existing "Career Mode" it might be somewhat frustrating - I've never found Career mode to be very satisfying, it is a mishmash of a Tycoon game that kinda wants to be a 4x game... Anyway, I would be wary that the project could creep into a massive career overhaul (which may or may not sound like fun to you). So, I would guess that this project is pretty ambitious and may be too complex (or have compatibility issues with other mods) and might struggle to attract a following. The torque part could be an interesting stand-alone. Stock Part Upgrades - I've always wanted this functionality to work, but I suspect that Squad essentially abandoned it because they didn't want to put in the work to make it fun. In my few experiments with it I got pretty frustrated with figuring out how to get it to work. I think that what would be more interesting and valuable would be a Community Part Upgrades mod, you could still just start with the stock parts, but try to provide a documented framework for other folks to easily add in parts from their favorite mods, or for mod authors to add upgrades without having to figure it all out from scratch. However, before investing too much work into this I think you should consider what benefits it would have, I think this also suffers from essentially being dependent on Career Mode being fun. If the upgrades are interesting and add something to gameplay then great, but if it is just another little box to click without actually reading or making strategic decisions then I don't know that it makes the game a richer experience. Standard Parts - I think this would be great to have, but would it work with multiple color schemes and lengths? Since the Expansion and the reskin of stock parts I have definitely been overwhelmed by the multitudes of similar looking parts in the VAB. I had thought about trying to do this with SSTU, especially with the tanks from Nertea's mods like Near Future. PBR - I'd love to see more PBR compatibility, but I don't currently use Ven's. I probably will use Nertea's parts (I can't resist those beautiful parts) so my vote would be to wait. KSPF - Unfortunately I don't really know enough about coding to speak to the potential benefits of this. Other - What happened to your efforts to fix normal maps and PBR-ify the KSC buildings? What about the terrain in general could that somehow be improved with PBR? Thanks for your contributions to the game so far! Mainly I hope you follow what is fun for you. Anyway, hopefully some of this was helpful.
  4. My spy tech knowledge is lacking, i’ve read that the KH sats are basically a Hubble looking down, but what is a Misty?
  5. Here are my top 3 rocket launches of 2018. What were Top 3? 3. 2. 1.
  6. The thread is full of weird complaints relating to right click menu, I haven’t even tried 1.6 myself yet. I figured KSP either needs a hot fix or updated mods. But if you haven’t noticed an issue perhaps it is something else.
  7. Not really a good solution for you I’m afraid.1.6 seems to be having trouble with ModuleManager so most modded installations will be stuck in 1.5.1 one until thre is a fix. If you can’t roll back to the version of KSP compatible with Realism Overhaul you will have to put something together yourself.
  8. I never realized how much work must have gone into this until I started messing with the configs to make my own. Thank you!
  9. Old mods are unlikely to work and new mods are not updated quite yet, 1.5.1 works great though for another few weeks until the mods catch up.
  10. Wow, great idea! It reminds me of this old gem:
  11. So will we be seeing raptors off the ground soon? what is the ratio for methalox 4:1 CH4:O2? I guess the CH4 will be in the bottom section.
  12. Surprised nobody mentioned this: i play RSS (without RO) in 1.5.1 and this works great! Don’t worry about the old version.
  13. Here is a trick to post images without having to use Imgur (to further @Vanamonde‘s point): go to this mod’s GitHub page, create an ISSUE, describe the problem and drag and drop the image, then post. once it is posted there, you can link to it here in the forums!
  14. It’s kinda obvious but Module Manager is pretty essential. It really opens up modding even for folks without coding skills and allows many more people to contribute to the community.
  15. Well it seems like the capability to have awesome flares is mostly exists already with a combination of RealPlume/smokescreen and EngineLight. However Realplume configs just haven't been totally awesomized for massive flares. I actually tried to use one of @JadeOfMaar's sun flares with RealPlume, but the that requires a .mu, while the sun flares for scatterer are textures. Anyway, I messed with the configs (Bigger and Brighter obviously) and got some pretty good looking stuff. Waiting until dark to launch Ignition... Liftoff! Into the void
  16. @Mecripp, @Stone Blue, @Jso Thanks for the help, I got it working! //Apply cryogenic engine effects to any engine that burns oxidizer @PART[*]:HAS[!MODULE[KM_PreLaunchEffect_SmkS],@MODULE[ModuleEngines*]:HAS[@PROPELLANT[Oxidizer]]]:NEEDS[SmokeScreen] { MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 // the name of the particle system in the .mu. You can have several systems with same or different names. checkBottomNode = true // deactivate if something is attached at the bottom node (for engines) debug = false // show or don't show the debug context menu in the VAB tweakables. model = CoolRockets/FX/cryo-1m/model position = 0.0, -1.0, 0.0 scale = 1, 1, 1 rotation = 0, 0, 0 parent = #$../MODULE[ModuleEngines*]/thrustVectorTransformName$ size = 1.5 //sizeof the particles. It ranges from x/2 to x width = 0.2 // width of the particle system height = 14 // height or lifetime of the particles xOffset = 0 yOffset = 0 zOffset = 0 numP = 25 //number of active particles in the system speedX = 0.0 // direction of the particles speedY = -0.5 //-.2// direction of the particles speedZ = 0 // direction of the particles rndVelocity = 0.2 //0.1// random movement in all directions runningTime = 5 // stop x seconds after launch } } Aside from messing up the variable, I think I was doing the :HAS[ This OR That] wrong, but this way works for stock(Oxidizer). I think I will just run it again looking for Lqd* for Real Fuels/CRP compatibility.
  17. I think the presentation a few days ago he specifically said electric, autonomous cars only.
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