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PugzInSpace

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Everything posted by PugzInSpace

  1. I wrote a couple of config files that make OPM stable with Principia. You can get them here. What the configs do: Reinstate the stabilized Jool system that is usually provided by Principia (using planet packs causes Principia to ignore stabilizing the Jool system). Moves Ovok into a high retrograde orbit around Sarnus, preventing it from causing a Principia error around year 15.
  2. I made some models, and I'm not quite sure how to convert quads to tris while preserving the model shape. Does anybody know how? I use Autodesk Maya.
  3. Anybody else having issues with the Tier 1 fixed landing gear doubling as toothpicks? I can't seem to get a plane off of the ground before the gear over-stresses and the cockpit slams into the ground.
  4. Thanks. I am trying to create a plugin that allows TACLS to pull resources from items stored in an inventory. Is that possible to do?
  5. Is it possible to have resources drained from an item continuously while it is in an inventory? I am just curious.
  6. That is pretty nonsensical. But I always justified it in my head that measuring the temperatures on the Mun and elsewhere could be factored into the development of new engines. A rebalance of the tech tree couldn't hurt. It doesn't make sense to me that you unlock a 5-segment SRB analogue before you even get the Mainsail. I can't think of why I would need such a powerful motor so early on, except to force some poor Kerbal into a Mk-1 one pod glued to the top of it.
  7. This is a fantastic idea. I've also been thinking a lot on how to make the career mode a more satisfying experience overall. I often do find that wall where it feels like there is no point to return to the Mun or Minmus. You can do an experiment in one area on the Mun, and then 30% of the surface is no longer useful (depending on the biome). It seems to me that career mode, as it currently stands, has areas of really fast progression followed by areas of really slow progression. What you are suggesting could really even that out and provide a pretty consistent progression throughout the tech tree. That, in my opinion, would make a very satisfying career mode. Lately, I've wanted to start work on mod that would rebalance all of the parts in the game to make them a little less powerful and that would rebalance the tech tree so that you get things like the .625 m and airplane parts first. I think that idea along with yours could work well together. I would also like to give you a bit of advice, if you'll accept it (not that I am really qualified to do so). You said that you wanted to see if your idea was even wanted by the community, and I know that the general goal with mod making is to provide something you think people in the community will get use out of, but I feel you will have a better experience overall if you make the mod that you want to make. Please don't turn a hobby into a chore just to please others. I really look foward to seeing what you do with this idea
  8. No you're right. You could definitely land a probe on Duna with a rocket that can also lift things into geostationary orbit. I should of specified what I meant. I don't think it's very fun to land a Kerbal on the Mun with those parts. That's all.
  9. Hey man. I recommend you look into a mod like Kerbal Engineer. It displays all sorts of information to help you build efficient, effective rockets. As with anything unfimiliar, it can take a while to get used to the rules of rocket science. But don't let that ruin the game for you. As for your spinning out of control problem, use rocket fins or an engine with a gimbal (that information is displayed when you right click on a part in the VAB). Think of it like a lawn dart. When it's thrown up, it naturally wants to point it's nose into the airflow. Any stage that is used in the atmosphere is much more stable due to that. Keep at it, and I'm sure you will be a regular von Braun in no time . Link to Kerbal Engineer http://forum.kerbalspaceprogram.com/threads/18230-1-0-4-Kerbal-Engineer-Redux-v1-0-18-0
  10. I really like the idea. I'm always one for adding challenge to my games. But may I offer an alternative? The parts in the game are incredibly over powered, and I believe that this is what allows things like that to happen. I think your issue and many others can be addressed by rebalancing all of the parts to add a more satisfying progression to the game. I believe that the limitations of what you can do at any point during your career mode should be dependant not on the current level of your facilities, but rather the technologies that you have available to you. Landing on the Mun with 1.25 meter parts just seems nonsensical to me. Maybe the upper limits of what those parts could do is placing communication satellites in geostationary orbits and sending small probes to the Mun. But that is just me. Squad has done a very good job at taking very advanced concepts and presenting them in the way that allows anyone to get into it. Heck, when I first started KSP, I didn't know which was was up or down.
  11. This has to be one of my favorite mods of all time. I can't think of a better way to spend my time than to build an F-22 with your parts, outfit it with guns from BD Armory, and set it loose on some stock planes.
  12. I don't really have anything to show for this update. I've been working mostly on ideas. I have decided to limit the scope of the project to command modules and all the stuff that goes along with that. There are plenty of mods out there that offer heavy launch systems, and I honestly believe I could contribute much more to the community by focusing on a single topic. I've realized that my Andromeda models are a little too detailed for stock KSP, and I don't feel they would fit into the tech tree that well, considering most of them have one purpose only. I will have to go through and re-evaluate which parts need to be changed or scrapped; the goal is to provide modular parts that can be used in as many different ways as possible. The command module should be mostly the same; I will just remove things like the RCS thrusters. I have an extreme dislike of reaction wheels, and was really looking foward to having a command module that relied on a reaction control system instead, but at some point I have to find a happy medium between my vision and reality (that reality being my desire to integrate everything into stock KSP ). From now on, this project is no longer intended to provide analogues of real world space craft, but rather it is intended to take those concepts and use them as inspiration for a series of parts that will fill gaps in the later tech tree and provide adaquate technologies for end game contracts (for example, larger parts for manned trips to Jool). I have also started work on something else. It is a 5 meter command module that accommodates a crew of 15, and its intended use is for outer Kerbol system exploration. It is named Odysseus, after the hero in Homer's classic epic. I felt it was an apt name because of the similarities between Odysseus' voyage and the nature of deep space exploration (mostly, they both take a very long time and are very lonely endeavors). It will be a self contained capsule that doesn't rely on propulsion, attitude control, life support, and etc. from a seperate service module (which is possible only through made-up technology ). I really want to shake up the current paradigm for command modules (which is the Apollo style CSM) and experiment with new ideas. I think I will divide the capsule up into many different modular parts, so that way you could have a different design for every single mission. One idea I have is a heatshield that utilizes ram jet technology to slow down large payloads returning from very high energy orbits (like Jool); you would only have to budget enough fuel to perform an aerobrake into Kerbin's orbit. Basically, it has shock cone intakes at the bottom which funnel hypersonic air into combustion chambers that are injected with Liquid Fuel, and thrust would come out near the perimeter. I haven't worked out all of the details yet, but I guess it would make use of an engine module, and its thrust output would be dependant on the ships velocity and the local air pressure. I'm not going for physical accuracy here, I am just merely trying to provide interesting, new technologies that would make use of your hard earned science. I am definitely going to hold off on any beta release of my parts until Kerbal Space Program 1.1 because it doesn't seem like a very good use of my time to develop an addition to a version of KSP that will soon become outdated. I understand that it is mostly plugins that will be affected, but it can be very time consuming to set up animations and the like in Unity, and with working full time and my next semester of school coming up, I won't have much time to give to this project. I can honestly say that I can't even begin to understand the gravity of this new update, and I definitely don't know if this is a good enough reason to hold off on any work in Unity. All I know is that Squad is hard at work improving a game that, in my opinion, they no longer have any obligation to release free updates for. It is dedication like that that really seperates them from a lot of companies, and I appreciate all the effort they are putting into keeping the community content. As for right now, I am going to focus on modeling and texturing. On an unrelated note, because yesterday was Halloween, I decided I would binge watch old movies and television series that I had never seen before, despite the fact they are things that people have always told me I need to see. I had no real criteria for my selections, and none of them were really related to Halloween. The only reason I bring this up is one of the things I decided to watch was 2001: A Space Odyssey. I love Kubrick; I just never saw it until now. A lot of space epics seem to focus on exploration far outside the SOI of Earth. The Martian, Interstellar, and Star Trek to name a few. 2001: A Space Odyssey does this too, of course. But what really caught my attention was the amount of time that was dedicated to the Moon in the film. Sure, the first 30 minutes or so are dedicated to men hunched over in monkey suits and beating each other with femurs borrowed from the skeletons of long deceased animals, and the last hour and a half to computer that goes crazy and attacks a crew of astronauts. The steps that the man (I never really caught his name) took to get to the Moon really reminded me that just because people have already visited it (or pretended to), it doesn't mean we are done there. In fact, I feel returning to the Moon now would be a much greater achievement than the Moon landings of the late 1960's and early 1970's. Not on a technological level, because it is expected for technology to have advanced in the last 50 years, so getting to the Moon should now, in theory, be a much safer endeavor; instead on a geopolitical level, and there is nothing that says global relations and individual societies will improve over time. I thoroughly believe that the only reason the United States decided to send men to the Moon in the first place is because they were in direct competition with the USSR, and the only reason we haven't been back is because of the lack of the fear of nuclear annihilation. However, going back now would be a great step foward for humanity. It would be an excellent demonstration of the fact that we don't need conflict to drive progress, but instead just a yearning for discovery. I know that this is really off topic, but this is something that means a lot to me, and has really inspired me. Also, this is my thread, and I feel it is a good place to spread my ideas. So far, I have really enjoyed the forums. There are a lot of dedicated people who take full advantage of the forums as a tool to learn and teach. Kerbal Space Program is a game that can really inspire, and I can tell it certainly has, and could continue to do so long past the expiration date of a normal video game. I feel like I am being way too sentimental, so this is where I will end the update. If you actually read all of this, I'm really impressed. My attention span, just like renting DVD's, is almost non-existent (such an odd thing to think about).
  13. Sounds like it really adds to the realism though. I have a suspicion that the ISS would explode if they forgot to undock before re-arming the docking node.
  14. I love the idea. It really reminds me of the Nova launch system.
  15. This is what I always wanted from stock KSP. And from what I can see the config balancing is perfect for me.
  16. That Mk-1 Crew Cabin internal looks gorgeous. Keep up the good work!
  17. I'm glad you like it. I was going to see if there was a way to trick the parachute config into working in little or no atmosphere. If that doesn't work, I can always make it an engine. I just thought it would be a little daunting to soft land on Kerbin everytime you ended a mission. I have to keep reminding myself that it's just a game; I have a real problem with trying to make everything as realistic as possible. A good example is that I want to design all of the command pods without reaction wheels so you have to use RCS. But then I realize that is pretty unforgiving. I was hoping you had a vision for how the career mode could be so I knew how to balance the parts. :)

  18. I got the first tech node modeled, and I'm putting them through Unity to make sure I don't have to make any changes to the models before I texture them. The first capsule supports two Kerbals. I haven't made a Mystery Goo container because I wasn't sure how you wanted to handle the science. Instead of a parachute, I decided on an ion descent system (basically a nose cap). It will use the parachute config module instead of fuel, and I can just animate it to look like an engine. I figured that all the parachutes will be replaced with something like that. Let me know what you think.

  19. There are many ways to make a texture for your parts. You can unwrap the UVs in Blender, then take a snapshot and paint over them in a program like GIMP. You can also pre make your textures if you already know what you want, and then apply the texture to a material, then unwrap and modify the UV's over the texture in real time (this is what I prefer). As for importing Part Tools into Unity, you can just drag and drop the Part Tools folder into your assets window in the Unity workspace. It should load all of the scripts in a folder also titled Part Tools in your assets window. There is an entire thread dedicated to modding tutorials and information by Cpt. Kipard. http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE Here you can learn about modeling, texturing, animation, config files, and general information about Unity and 3D modeling programs. I wish you good luck in your modding endeavors.
  20. Amazing! I'd love to use this in all of my future mods. Thumbs up!
  21. I've always wanted a mod like this. Are you thinking about quantum entanglement for telemetry? I can't imagine you would want a 3 year delay time on your probes.
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