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Everything posted by Buster Charlie
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Actually I think shaped charge is 1000% the right word. In warheads, the explosive itself isn't what penetrates the armor of armor tank, iirc it's something like a copper plate that is vaporized and propelled at high speeds in a controlled fashion. So in essence, the explosive energy efficency is not important to the idea of a shaped charge, only that the explosive force is used to do work in a controlled fashion. What made me feel this is a perfect analogy, is the reading I did on why tungsten is used, and what would happen if you used a different material with the exact same setup. In short, tungsten diffuses in a nice workable plasma wave, but other materials could be used that would project in a higher velocity concentrated beam. So in essense, the orion drive could be used to make a atomic bomb direct energy weapon. So once again, the shaged charge is more about using the shock wave of an explosive to propell another object, than it is about utilizing more of the explosive energy. Now I have seen breaching charges that use water filled casings to help reflect some of the explosive energy back into the wall or door being breached, but in that case you could argue the door or wall itself is the shaped charge projectile.
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Comprehensive mod listing?
Buster Charlie replied to Buster Charlie's topic in KSP1 Mods Discussions
Okay that's a start, not sure I like the fact that it doesn't appear to specify 1.0.5 or whatnot, but I didn't see that post so that's a very good tip, thank you -
Ckan is great, I'm sure spaceddock will be great, Github is just great, even some people love to curse... then you have stuff like hyper edit which has its own website. Maybe I missed it right here on this very forum, but is there a spreadsheet or database or Google doc that compiled every current /active mod out there, should there be? My thoughts are some mod authors prefer one site over another, or they have their private site, or they just have dropbox. You'll never get all mods on one location, and that's a shame for the mod hungry user (did someone say stable 64bit?) So my request and or suggestion or proposal is something that looks like the ckan mod listing, maybe slightly different parameters, but isn't installing, modifing, redisyributibg,or doing anything except linking directly to the mod. I just hate the idea of missing out on a good mod because it's hidden someplace obscure
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Yeah thats why hired @RoverDude to work for squad ?
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@mikegarrison That's an excellent idea, or maybe airlocks reduce supply consumption rate instead ? My logic is you don't need to dump as much air when going on EVA so it makes the supplies last a tiny bit longer. @PocketBrotector, Thanks for the reply!
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I love the tutorial, how do I tell habitation multipliers, and does the mod support stock like station parts for this?
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Possible to do an svg version so it'll be resolution independent? I could make one, just not sure if the website would support it.
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- totm july 2019
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I kinda had hope for cheap simple drone rockets that you could launch to do science missions without a lot of flying around.
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Jets are slow, and sometimes orbit is overkill. What if I want to collect science in a biome across the globe? Is there a reliable way to launch a rocket on a parabolic suborbital flight and reliably land at a position on the map? Mech job has launch guidance but it's designed for orbits, it has landing guidance but it's kind of sketchy in my experience. There is the trajectories mod, but your can't really use it to plan a launch. Is there a method or mod that will help with this? Why carry all the extra weight and fuel to orbit, and extra heat of reentry if your just landing on the other side of the globe?
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My two cents. I'd like an actual check box or pull down your filter by ksp version because the text search filter used by kerbalstuff never seemed to work for me. Is there any way to implement a tagging system to better browse mods?
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Thoughts from subnautica.
Buster Charlie replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
Thanks for the reply, I know it's apples to pears, but I'm saying I think ksp could benefit from a first person Eva. Half my eva troubles come not from a fixed reference issue, but from the camera essentially reversing my keys. If I want to translate left, I should always hit the same key, and if it was first person I would, but since the camera doesn't seem troublesome lock to your Eva frame of reference, often I end up turned around and have trouble soon remember to reverse my thrusts. So maybe something as simple as a IVA style first person view with mouse look rotating pitch and yaw, and keyboard for roll, and translation. Combine that with a Eva navball and you're golden. -
I'm fine with an opt in system, but is there a way to add an option for the user to use ckan to check for mod updates on non can opt in mods? Maybe similar to those services that can generate a rss feed? There are some must have mods not in ckan, but I would still love to be able to monitor all my mods for updates if that's possible, even if I need to manually go to a website to download and install.
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"Stock alike" style guide?
Buster Charlie replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
I agree, we should probably have a new mechanic to punish people for making spaceplanes without wings (aka rockets) maybe extra heating on all craft not containing an air intake? Actually the beSt way to handle these non spaceplane heretics would be to remove all fuel thanks and add wing tanks as the only way to store fuel, and remove oxidizer, and probably nerf the LV-N vacuum is too. -
Sorry I am blindsided by all this and just read what was posted on KS website, I was unaware of the situation involved in this, just a bit shocked I gueaa. I'm glad people here are pulling together, and I agree that this is aren't opertunity to implement improvement based on lessons leanred. On the bright side, with 1.1 coming out, maybe the purging of unsupported mods isn't all bad.
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Okay I'd like you make a suggestion to the ckan issue. Can we make it so if a mod author opts out of ckan because of install concerns, that they can still be listed in ckan but instead of an install checkbox, it just links to the manual install page? If nothing else than for an easy way to keep track of mod updates using ckan, even if you didn't use it to install the mod.
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I'm super sad, I really depended on that site and its clean no bs interface. But what shocked me more, is how hostile squad seemed to them, the alternative site seems terrible in comparison, and it makes me wonder.
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Thoughts from subnautica.
Buster Charlie posted a topic in KSP1 Suggestions & Development Discussion
Since KSP decided to become a impossibly buggy failure on my pc, despite multiple clean installa, I'm just going to wait for 1.1 to drop, since I know it'll take weeks or months for mods to catch up, I decided to mess around with other games while I wait. Now I know subnautica is not KSP, I think KSP could benefit from it's strong points, specifically. .. I really think KSP should develope a more fluid Eva first person mode. I don't expect it to be as good as subnautica, but having played it, and considering it also has a very similar full axis of freedom, it made me just more aware of how awkward KSP Eva are, and trust me I've gotten pretty good at KSP eva... Another thing I really like about it, is being able to move around inside your sub and base. I know people talked about it, and I know how much work it would be, and how low a priority it would be. But at some point it would be sublime to be able to float around your space station. Or walk around in your muname base. My suggestion would be even something good as simple as a procedural or modular interior segments in some standardized format. Maybe a couple specialized models for cockpit window frames, but honestly if everything else was pretty generic I'd be okay. Better yet if you could developed this into a internalized service Bay mechanism, you could use something like KAS/KIS to install modules I side the space ship vs outside surface attachment. Anyway, I don't know if such a system would work with 3rd person, but it would be very cool to allow you to "live"in your space station. -
"Stock alike" style guide?
Buster Charlie replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
You bring up an Excellent point, a style guide Doesn't have to remove individual styles, like my previous us vs Russian analogy, you can just make them to allow coherence within an established style. So @RoverDude could list his own internal requirements for what he considers essential for some of the USI parts if someone wanted to say make some sea base parts to work with his otter submarine. If someone new to the community is looking to make parts that fit in well with established stock alike parts, then a comprehensive guide will be a good starting point, showcasing some of the more popular mod packs that try to maintain a stock friendly look. -
"Stock alike" style guide?
Buster Charlie replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
Thanks for the reply, I realized before I posted this that the art has changed due to multiple artists, but the best way I could explain is say team fortress 2. There are guides for that stye regarding importance for silhouette recognition, color pallet and such. What I think you can do is explain away some differences just because they are treated mostly as independent manufacturer, so a Ford may not look like a toyota, but they're both recognizable as vehicles. Their tires and rims may be very similar, the style of paint looks similar even if the trim and styling are not. So let's take some examples. Obviously there is a more hand painted style mentioned in that link I posted, and for now with 32 bit memory limits that works well, a stretched texture with little grain looks better than a photorealittle texture streached. But I like what necro did with his fuel tank expansion, he used a lot of common textures, and used model detail to make the fuel tanks look like more than white clinders. And more importantly, his mods allow you to build a rocket system that feels tied together and coherent. Back to team fortress2; like KSP it has items (guns vs space parts) that are clearly inspired by real objects, but they are simplified,a tad exagerated, with a stylized artistic look. And the best part is, the user content takes its keys from this. Why this is important is when you see counterstrike weapon mods, they're all trying to be photo realistic, based exactly on real life, but obviously mod authors all have different levels of skill and ability, so some look really good, and some look terrible. I think KSP avoids this because it's easier for a novice to paint in a more cartoons style, but obviously there are some seriously talented artists who stand out even in a more stylized format. But back to my main point; the point of this would be to provide common ground for multiple artists to allow for a coherent look. For example, something simple like the look of docking parts and inter part crew hatches, placement of handrails, valve handles, footholds, hatches, lifting points, stenciling, Windows and cockpit lighting. How much detail is too much, how to optimize the model for common geometry. How to handle glass or unpainted metal? More specifics, what features should an ion engine have to identify it as an ion engine, what defines a battery or fuel cell? Monopropellant, okay it has yellow, what else? Girder styles and guidelines, style's for space station parts, styles for landable modules, science experiments, stack vs surface attachment stylings, etc. They key is not what makes them different but what ties it all together. And for existing mods with huge parts counts, at some point you can just say hey Russian and American spacecraft didn't look the same. So I get that each artists will do his own thing. But for the community as a whole, it would be good for modders to have a common starting point. -
"Stock alike" style guide?
Buster Charlie replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
Can we try to avoid hijacking this post about the internal workings of squad? I just wanted to get some feedback and maybe gather support for squad to release some style guidelines, or as mentioned by others maybe a community style guide if squad is not interested. I know people can get defensive about stuff they feel is unfair, but maybe take it to private message if it's not relevant ? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
Buster Charlie replied to KospY's topic in KSP1 Mod Releases
Not a stock game issue but the Eva enhancements mod adds pitch keys whigh defaults one of the key binds to 2 -
Yeah, most of the time I do just that. But coupled with Stage Recovery I like my SRB to not crash into each other when I stage them so sometimes they need a little extra boost, or sometimes my design burns long enough it goes into the gravity turn and I have to be careful about the booster on top.
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"Stock alike" style guide?
Buster Charlie replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
I've been using a lot of stuff from Nertea, Necrobones, Roverdude, and RLA stockalike really fir the asthetic to some degree, I think Nertas stuff can border too realistic and they look GORGEOUS but sometimes I think borderline too phototrealistic in the detail and proportions. Which is fine for a mod. USI Stuff tends to be more colorful, I think if you compare the USI nuclear rockets & Reactors to the near future ones you'll notice the near future ones have more fine realistic details and textures, roverdude's stuff tends to look more 'stock' to my eye but with his own personal style. Necrobones stuff is pretty damn close, but some stuff looks a bit more realistic (and again, this is nod a bad thing at all). Like the "Stock alike" Space station addon pack is amazingly good look. I Agree we need stuff like hatches, connectors, rails, etc. COmmon stuff that ties it all together. -
"Stock alike" style guide?
Buster Charlie replied to Buster Charlie's topic in KSP1 Suggestions & Development Discussion
http://www.gamasutra.com/blogs/ArtyomZuev/20130731/197365/Environment_art_and_modeling_in_Kerbal_Space_Program.php -
I Kinda wish there was a stock checkbox in the VAB to auto stage when there was like 1% fuel left in the SRB so you didn't have to have the extra mass/parts count of a sepratron, I know you can kinda eyeball and do it manually, but if you're designing a unified launch system then it's good to have repeatability.
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