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Everything posted by BT Industries
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Good idea! I suggest we have only a certain amount of injuries/sicknesses. I suggest somthing along the lines of four main types... Breaks, Sprains and Fractures: Only effects the movement and limits actions (can not kill). Example: Kerbal is squished under your rocket and/or collides at speed. Unconsciousness/Coma: Like death but can be brought back to life (can die while unconscious). Can be woken up (doesn't always succeed) and can wake up by themselves. Example: Kerbal bumps his head really hard and/or accelerates/decelerates really quickly Sicknesses: A Kerbal catches some sort of disease. It can spread to other Kerbals if not careful! Side-effects include not being able to leave the ship, lack of movement and even death. Can be cured by means of medicine or the Kerbal can get better overtime. Non Medical Kerbals can take medicine without the help of a Medic (Having the wrong medicine can make you sick in the first place) Example: Kerbal catches the cold has to stay in bed and recovers a few days later. Energy: Kerbals run out of energy after lots of activity. Kerbals regenerate energy when idle. Kerbals refuse/can't move when they run out of energy and wont leave the craft. Example: A Kerbal cant walk any further after walking for miles from his crash site. Time to set up a tent and take a nap. I have to go now but I'll be back later to discuss your ideas on parts and gameplay... Feel free to dump any of my ideas in the trash if they are really bad!
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I agree, it is most defiantly the torque.
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If I have any questions I'll be sure to ask you! Also if you have any ideas, etc... ...free feel to post them here.
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Sooo... After lots of bashing around code in my spare time trying to get somthing to work... I have nothing... Sorry to disappoint but I thought you guys would be wondering whats going on. Don't worry I'll continue work and hopefully I'll make a breakthrough (might even be down the lines of getting someone else to do it )... ...either way I'll make sure you guys get something out of this.
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Great video!!! Was very entertaining... Amazing how your rover can actually take off and land all by itself (no ramp or parachute!!!).
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how did you find out about ksp??
BT Industries replied to TheGuyNamedAlan's topic in KSP1 Discussion
Same here!!! -
[1.2] Kerbal Kommander: a new way to play KSP
BT Industries replied to gagarinekerman's topic in KSP1 Mod Releases
Hows 1.2 support going??? I'm looking forward to play with this and...- 275 replies
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Astronomer's Visual Pack: BEYOND KERBAL
BT Industries replied to Astronomer's topic in KSP1 Mod Development
Yay!!! (Not that I have a 4k monitor ) Same here!!! This is slightly of topic so I'll give you a PM. I'm same age and also from Australia (glad you asked now) -
Astronomer's Visual Pack: BEYOND KERBAL
BT Industries replied to Astronomer's topic in KSP1 Mod Development
No need to be that drastic just go with 1400p (also known as QHD) I agree the 1080 is over budget for me as well... I'm hoping to get me rig together sometime next year. Back on topic now, does this mod even have 4k textures??? -
Astronomer's Visual Pack: BEYOND KERBAL
BT Industries replied to Astronomer's topic in KSP1 Mod Development
I think I just fainted! This will be EPIC!!!!!!!!! (Remembers how terrible my computer is) Why oh why... -
I agree, with the exception of the one medbay as you will need at least one for rescues to be feasible... I'm currently looking at the Kerbalism code to see how he made his kerbals go prone when they died and I'm also checking out the KKS code to see if I can make a small plugin to handle the leaking on impact so that KKS is no longer dependant (mainly because KKS isn't updated yet).
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To true... We should probably add Doctors sometime down the line as well...
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Another dependency... The mod is under CC BY-NC-SA 4.0 so I could retexture one of the models (I quite like this one... ...) if someone had Deepfreeze installed then there would just be two similar looking pods with different textures. I'll be nice and ask even though we legally can Yes you managed to give the KSP community a new modder... Me!!! Not so sure if I should thank you or hate you... ...the coding is doing my head in It's sorta fun though! Your right! Should I wait until I have somthing and continue discussing things here? Or should I go and create a new thread right now and we can discuss it there as the talk as gone more towards development now?
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[1.2] Kerbal Kommander: a new way to play KSP
BT Industries replied to gagarinekerman's topic in KSP1 Mod Releases
Contracts!!!!!!!!!!!!!!!!- 275 replies
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Okay small update... We need someone to recompile/update KKS for 1.2. For the meantime I'll work with Eva Manager to try and get somthing working in 1.1.3 EDIT: Eva Manager is only updated to work with 1.0 and the thread is locked?!?!
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Hi again.. What do you guys think of this as the medical bay??? Its licensed under public domain so I'm pretty sure I can use it. I have no idea how to make it not have Kerbal in it and then change the model back to normal when you put the Kerbal in it. Maybe with a animation??? I wont be able to do it... not my skill set (yet) Why oh why did I chose this for my first mod... (I'll just put this aside for a latter update) EDIT: Btw maybe you should update the OP @colmo
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True... I'm still looking a solution other than Kerbal Krash System. Hopefully later on I can get someone to make a small plugin for the leaking so we don't have to use KKS anymore. I agree should be optional... How do suggest these specialized tools help, cause at the moment you can only use or gain health. (I don't want to have to go and learn to code just yet (you guys will be waiting to long ))
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Oh and is anyone here good at texturing and modeling??? Would be cool to have a KIS paramedic bag... unlike a medic it cant generate health it can only store it. So normal Kerbals could use it to keep the Kerbal alive until you can get a medic there, sorta like a health battery really. What do you guys think??? Bad idea or good idea???
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I have figured our a way to do this... I'll get started this afternoon! That would be fun!!! Could you organise this with inigma for me? Hopefully we can have a contract ready to go when I'm finished putting this all together! Could you please care to PM me where I put this but of code??? Is it just after the Module because you haven't opened a new { thingie (My coding knowledge is limited I appreciate your help) Thanks for all the help and ideas hopefully I can get somthing working soon!!! I have a couple of other small Kerbal Improvement mods in mind which I might be making after this as well! Wish me luck and see you all on the new thread when its done...
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Oh cool!!! That's one part done for you then...
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Someone needs to make a small plugin which turns a module on or off depending on what type of kerbal it is on. With 1.2 adding modules to kerbals is so easy you can do it with a MM path! The only problem is that they all have it... For example you could add a leaking module somthing like Kerbal Krash System has so that Kerbals leak a resource called Health when they get damaged... A Medic can have a Health generator module on him and if you go to the damaged Kerbal you can keep him alive by transferring Health... You could then drag the patient back to the ship and put him in a medic bay. Then fly him home to the KSC where he can be fully healed. This would be a hacky way of doing it and I still have no idea how to get only one type of kerbal to get the healing skill.
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hatch on the MK1 crew cabin.
BT Industries replied to magnemoe's topic in KSP1 Suggestions & Development Discussion
Yes!!! I remember a mod like this... (You have officially made me unproductive for the rest of the day while I search for this mod I remember...) -
Equipment for Kerbals.
BT Industries replied to SvenBorg's topic in KSP1 Suggestions & Development Discussion
Someone feels very silly now... Somehow I missed that (why is there no facepalm emoji???). I agree it definitely should be stock...- 10 replies
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- rubber boat
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Science texts should contain science
BT Industries replied to kurja's topic in KSP1 Suggestions & Development Discussion
But does the thermometer change depending on your height, distance from the equator, time of day and what planet you're on???