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Everything posted by UbuntuLinuxKing
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Wow, did you try it out? If you did, tell me what you think! No pressure if you haven't tried it or don't want to, though. How would I program/modify the mining tools and IRSU? And how do I do different modes? Asking everyone here. Also, I'm planning on adding non-Epstein ("Basic Fusion") drives in a few days, plus some other stuff. (See my original post)
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Thanks! Not super-cheaty though, you still have to do orbit maneuvers and stuff. Not like Hyperedit, at least.
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But seriously, if you are interested, please test it! This is my first mod and I would really appreciate feedback.
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I've already read most of Atomic Rockets - thanks for the link though! I also just changed the name to "Basic Fusion" Drive.
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Not what I meant. In The Expanse (a TV/Book series where the Epstein Drive is from) torch drives have high thrust but very low ISP. Might change the name.
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Wait how did you already test it
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Can't change part name? [1.3]
UbuntuLinuxKing replied to UbuntuLinuxKing's topic in KSP1 Mods Discussions
WHY? Alright, how do I make a model path? Could I just drag+drop the model files in the mainsail directory? -
Can't change part name? [1.3]
UbuntuLinuxKing replied to UbuntuLinuxKing's topic in KSP1 Mods Discussions
Thank you so much! It's working as intended now. I might release it if I can get the balance right... -
Can't change part name? [1.3]
UbuntuLinuxKing replied to UbuntuLinuxKing's topic in KSP1 Mods Discussions
Sorry, I'm kinda clueless. Do you know how to avoid that? -
Can't change part name? [1.3]
UbuntuLinuxKing replied to UbuntuLinuxKing's topic in KSP1 Mods Discussions
That's not very helpful. -
Hi, I've been trying to make a mod that replicates the Epstein Drive from The Expanse. Right now I'm just editing the mainsail engine, and it works great - except for one problem. Editing the Name, Manufacturer and Description in th config file does nothing ingame. Anyone know how to fix this?
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How to program a teleporter mod?
UbuntuLinuxKing replied to UbuntuLinuxKing's topic in KSP1 Mods Discussions
Thanks for the suggestions! I also know it's a transporter (I do watch Star Trek all the time) I just used "teleporter" to make the thread more approachable.- 5 replies
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How to program a teleporter mod?
UbuntuLinuxKing replied to UbuntuLinuxKing's topic in KSP1 Mods Discussions
Thanks! I considered utilising Hyperedit or parts of it in some way, but it can't do that.- 5 replies
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Hi, I have a couple questions on how I would program something like this: - I've already made a "Teleporter" part that can hold 6 kerbals. - I want to program it so you can: 1. Select any other Teleporter within 1000km 2. Hit a button and make the Kerbals disappear from the sending pad and reappear at the recieveing pad after a short delay. 3. Have small chance of catastrophic failure. (I.E. Death of all teleportees) How would I do that? Cheers, UbuntuLinuxKing
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Mod Idea: Procedural Systems and Wormholes
UbuntuLinuxKing replied to UbuntuLinuxKing's topic in KSP1 Mods Discussions
The idea behind this mod is to have different systems in different maps, to avoid the problems caused with extreme distances in KSP that are found in star system mods. You, sir, just earned my like.- 6 replies
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I have a mod idea, and the title says it all - procedural systems connected by wormholes that unload the previous system and load in the new one to avoid the problems that come with ludicrous distances in KSP. Here's how it could work: Obtaining Parts In career mode, after you have visited all the inner system planets (Moho, Eve and Kerbin) and at least one of the outer system planets (Duna outwards) a mandatory mission will appear asking you to send a ship to investigate an anomaly detected near Jool. Upon arriving at the anomaly, you will be instructed to get within 100 meters (yes, meters) of it to analyze it. However, it expands and you are pulled inside, cue loading screen. Upon arrival in the closet procedural system, you finish analysis and fly back through the wormhole to Kerbol, and then back to Kerbin. The science team then makes some cool new parts for you to play with! New parts Wormhole Drive (WDrive) A part that can be used on ships that uses ludicrous (10,000+) amounts of EC to generate XM (Exotic Matter). The part can hold 100 units of XM, and each unit of XM generated allows one LY (lightyear) of wormhole travel, allowing for a maximum 100 LY range per usage. Opens up a menu to allow you to select systems and subtargets (planets, moons, WGates, WBeacons) within those systems. Can hold 1 crew member, a Pilot will provide better jump accuracy (arriving closer to subtarget), an Engineer will improve XM generation rate, and a Scientist will do nothing. Wormhole gate (WGate) A part that can be put in orbit that has the same capabilities and requirements as a WDrive, except it opens up the wormhole in a gate that smaller ships can pass through. Has subtarget capabilities. Useful if you want to transfer supplies to your colony but don't want to send one of your expensive WDrive-equipped ships. Can hold a destination queue, essentially allowing you to, for example, put three cargo ships in line and tell the WGate which ones are going where and in which order. It will automatically open the wormholes in the order you specified and send the ships through. Same crew bonuses as WDrive. Can send to other WGates and WBeacons. Wormhole Beacon (WBeacon) A part that can be equipped on stations to allow them to be subtargeted for travel by WDrives or WGates. Only requires a few units of EC/sec to keep it going. No crew bonuses. Wormhole Comm (WComm) To allow probe control and crew communication over interstellar distances, the WComm was created. It uses a micro-wormhole suspended within the radially attached device to communicate with satellites that are also equipped with WComms in Kerbin, or directly to KSC if no satellites are available. Uses a few units of EC/sec when active. Uses 0.1 XM/LY to open or readjust the wormhole to your target. Wormhole Inhibitor (WInhibitor) Should you ever want to prevent any sort of wormhole travel in or out of a certain area, the WInhibitor can be deployed, preventing inbound or outbound travel from occuring within a 10km radius. Any destinations within this area will be colored red on the subtarget menu, however ships can still attempt to jump to these locations and will be dumped just outside the affected area. EDIT: MORE PARTS Probe WDrive Just like a regular WDrive, except cannot generate XM (uses XM fuel tanks) XM Fuel Tanks Would come in a variety of sizes and capacities. Designed mainly for probes, but can be equipped on larger ships for travelling further without refuelling. XM Converters Converts space particulates into XM. Would be disabled by default - if enabled for an extra challenge, XM Converters and EC would be required to refuel, and if you were to add on more converters, XM would be collected quicker. DISCLAIMER: Do not let kerbals near an active converter - the magnetic field generated may pull them into the conversion mechanism, turning them into XM. XM Generator Can be equipped on a station or a larger ship - generates XM for transfer into ships docked to the station or large craft, used for refuelling small ships and fuelling probes. Other Ideas WDrives can be configured to hold wormholes open like a WGate at the cost of EC and XM for each ship that travels through the held-open wormhole. WDrives, WGates (except those with a special part) and WBeacons cannot be used in the atmosphere or on the surface of planets. (Configurable at extreme risk for those who want to jump into the middle of a mountain) Procedural systems will span out anywhere from 500ly to 10,000 ly. (Configurable) WDrives and WGates must be at least 500km away from the surface to be used. (Should be off by default) Surface WGates. This could be extreme, but an extra radial part on two WGates, one on say, Kerbin and one on Duna, to allow instant transit between the two. Configurable chance of drive malfunctions dropping you into interstellar space tens to thousands of LY away from your target system. So what does everyone think of this idea? Anyone think it would be cool if it were included in stock KSP? Cheers, UbuntuLinuxKing
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I have two worlds/saves, both sandbox mode and with Hyperedit, Mechjeb, and the IXS Warpship. The first is my Interstellar world, with all my good stuff. My day was spent trying to land on Eeloo. Which I succeeded at! Except for the stranded Kerbals...time to get the rescue ship dusted off...