Jump to content

ShotgunNinja

Members
  • Posts

    1,087
  • Joined

  • Last visited

Everything posted by ShotgunNinja

  1. The consequence of life support resource exhaustion has to be death: mission failed, try again. For quality-of-life (or habitation, whatever the name) however it can't be death. Because people don't die after living for long times in cramped spaces and isolation. But they do lose it to the point of being non-functional. This could have consequences for the mission different from death, representing the fact that they are non-functional. Ideally it should escalate with time, spiraling out of control and making the mission impossible. Some of the consequences may be: loss of science data, loss of resources, damage to components.
  2. @tater I see, that is realistic. Was reading the wikipedia article and seem that at least in the mind of Musk it is supposed to be a one-way only 'colony ship'. IMO it is a very unrealistic mission. @Nibb31 First the Nuclear Test Ban Treaty and then you: why everybody hate orion so much? It always fascinated me as a leap forward in term of propulsion. And besides, I was just using it as contrast.
  3. 100 tons is an awful small mass for a 'colony ship', the project seem way overoptimistic in general. If only we insisted with the orion, we could do direct surface-to-mars launches of 10 million tons. That is more like a colony ship. And the technology has been available for 50 years.
  4. @Jasseji Glad you solved it, indeed it may be tricky for big parts, as you need to get to a few meters from the center of the part. (1): You mean showing number of crew on board in the vessel info window? That's not hard to implement (2): It is already there: press and keep pressed ALT in the planner, and it will consider the total crew capacity for its calculations, instead of the current vessel crew (3): I do decay unloaded vessels inside atmosphere, as I hate that it doesn't happen in stock. That system can trivially be extended for all orbit decays, but personally I don't know if I want to play with station keeping myself, so that's one of the reason I didn't add that mechanic. (4): Maybe I can add that somewhere, perhaps a a tooltip in the planner. I have shortage problems of UI real estate... Unrelated, but it may be useful: in Settings.cfg you can set ShowRates to true and if you do, the supply in vessel info window alternate between lifetime estimates and consumption/production rates. (5): There is a pattern in the parts provided: they are the minimum set to showcase all features. But if you want to make an MM patch for a part pack I'll include it: contributions are always welcomed. (6): Not to mention recreational plants...
  5. The 'fun' is in the engineering to avoid that. In my opinion this is a game about engineering. 'Fun' is difficult to define, but we can say it is about understanding mechanics, and end when these have been mastered completely. So adding limits increase 'fun', as without boundaries creativity became pointless. A good read: Theory of fun in game design
  6. I think it is a good idea, New Horizon is a complete different solar system. I'm not familiar with it, so I can't really suggest the changes, but feel free to modify anything you think is appropriate. I'll include it in next release, in a couple day. If you update it let me know.
  7. @ss8913 If you installed using CKAN, make sure you also installed the package 'Kerbalism Default Profile'. KPBS has explicit support for greenhouses, quality-of-life parts and converter malfunctions. In addition, Kerbalism use standard food/oxygen resources and so the containers will work out of the box.
  8. @jlcarneiro, @TheSaint Sorry guys, that's not the intended purpose of this automation system. There is a script executed at next maneuvre node, but I added it so the player can 'tag' a future point in the orbit and execute a script when the vessel get there. A way to execute maneuvre nodes could be added later, perhaps, but it wasn't my original intention. There is a option in Settings.cfg called 'RemoteControlLink' that you can set to false to allow you to control probes without link, and only data transmission is disabled. This probably simulate what happen in reality better, and avoid the problem of landing without a link on an atmosphere-less body.
  9. Quick update on what's coming next, in a few days maybe: Every vessel has a computer. A command-line console can be opened from the vessel config panel. It store text files, and device files: you may be familiar with them from unix/linux. There are a number of 'drivers' that expose modules in the vessel as device drivers, and there are commands to get the status and control these modules. For example, you can extend all solar panels with the command 'ctrl panel on', or you can set the greenhouse lighting to half intensity with the command 'ctrl greenhouse/0 0.5', or stop a drill with the command 'ctrl harvester/drill0 off'. Or you can get the status of all scrubbers as a table with 'info scrubber'. These are just examples, in general you can control supported modules using the console. You can edit text files. These can just be notes for example, and in fact the old vessel notepad is just a text file in the computer now. But also, you can edit scripts, and then execute them. There is no scripting language, instead you can see them as batch files or console scripts. Some special text files are always present in the directory 'auto'. These have names such as 'sunlight', 'next_node', 'eva_out', 'landed', 'signal_loss', etc. They are executed as scripts automatically when the condition apply. All of this apply transparently for loaded and unloaded vessels.
  10. @Thegamer211 Fatal dose is 50 rad, in the Default profile. Eve radiation environmnent is inspired by Venus one: while there is no active dynamo, the solar wind interact directly with the upper layers of the atmosphere to create a stronger than usual ionosphere (that's a rarefied plasma) that in turn help preserve the atmosphere against the solar wind (that else will blow the atmosphere off on geological times). So when you see an atmosphere, something has to preserve it against solar wind. Vall radiation environment is inspired by Jupiter moon Io, whose vulcanic ejected material generate a thin plasma torus around Jupiter, that share the same orbit as Io. This in turn make the surface of Io one of the most dangerous place on the solar system with presumed surface radiation levels around 0.041 rad/s. Dres 'polar anomaly' has no links with reality: is just something that was possible to implement, and that maybe will make it more interesting. @Jasseji Strange, the gravity ring can't malfunction. I believe another component has failed: turn on malfunction highlights in the vessel monitor ui to find out which one. Let me know if you still can't repair it.
  11. @Jasseji When you get near on EVA, then right click and a 'repair' button should be available. @Pol I'm going to replace those ascii progressbars with proper ones, someday... @alex_1313 Is possible, albeit a bit undocumented at the moment. Your best bet is looking at the wiki here, and also digging the existing configurations for stock, RSS and OPM.
  12. @Putnam I'll expose the magnetic axis for customization in next version. A quadrupole field section should look like this: In future I'll consider adding more variation to the field distance functions. Maybe even crazy things like this.
  13. @Awaras Found the error. Both contract and warnings are the same problem. Fix in next version, thanks for reporting it
  14. @Awaras It should triggered as soon as you entered the inner or outer belt. Crossing the magnetopause will not do it, albeit you can't cross the pause boundary without also crossing the outer belt. So maybe it is a bug. @Putnam What you mean? I could expose the 'magnetic axis' for customization, now it is always equal to the rotation axis.
  15. @DarkonZ I'll set it to 5 days. I agree the Realism profile could use some love, feel free to suggest other tweaks.
  16. @Kerbos Is possible to set Shielding amount/capacity in a crewed part, using MM or otherwise. Then my code doesn't set the shielding automatically. This can be used to create parts that require more shielding than usual, parts that are already hardened, or parts that can't be shielded at all.
  17. @Kerbos Oh wait, maybe it was in USI Exploration Pack. It was definitely some of the USI mods. The fact that light moves/rotate should have zero implications on performance.
  18. @Kerbos Light radius matter. I don't even know if Unity let you specify that, but it should. If it doesn't, it probably infer the radius from the falloff parameter. It matter because the slowdown is proportional to number of lights multiplied by objects touched by the light. This is becaue Unity, in 2016, is still not a deferred renderer. They got a depth texture of the scene for soft particles, but that's all. So essentially it work this way: every object is drawn a number of times, in the worst case it is drawn 1 time for sun + ambient, then 1 other time for each light whose frustum touch it. If you make it such that the light radius is a few meters, only a small amount of objects are going to need to be rendered again.
  19. @Polnoch If you want to remove the Geiger Counter (the only science part provided) then you can delete the folder Parts/GeigerCounter with no other drawbacks. Likewise you can avoid using any of the science tweaks (some stock experiments rearranged, science values tweaked, etc) by deleting the file Patches/Tweaks/ScienceTweaks.cfg. Also if you want more customization, edit your profile file in Profiles/Default.cfg (where you can enable/disable individual features like malfunction and signal). Some documentation about that is here.
  20. @Kerbos I see, so it seem you can't animate properties in Unity 5 unless you go through some elaborate gimnastic, that the script you posted try to automate. I'm thinking, if the light rotate fast enough it could be approximated by one spotlight, that is acceptable in term of performance. Even two lights may be okay. At that point I could rotate it in code, directly or by animation (that I think should be possible in Unity 5 as you are only animating the transform). About emissive textures: they can't influence other objects, at least not usually in real-time renderers and certainly not in something as simple as Unity. The surface of the object is not really emitting light, just the rendering gives it some 'intrinsic lighting' in addition to the usual ambient+diffuse+specular lighting. The D.E.R.P. mod I recall had some emergency light part, maybe look at how it was implemented for ideas.
  21. @Viruzzz Nice idea, I'll add that. @Kerbos Let me explain: to obtain the effect of the greenhouse artificial lighting, that can be controlled in a 0..1 range, I can use a variety of techniques. For example, I could set the intensity of a point light source. Or I could set the 'emissivity' of an emissive texture in an object (as I'm doing for the greenhouse). If I wanted to do more complex things (like eg: regulate a set of light sources, or maybe doing a light source and an emissive texture at the same time) I could 'still-play' an animation to a specific point in time such that it map to 0..1 range. In a sense, you can see the animation as modifing some properties of some objects over time: be it position, rotation, the intensity of a point light source, or maybe the UV offset/scale of a texture, etc. For example, both the geiger counter indicator and the active shield lights are driven by an animation that I 'still-play'. For the greenhouse I used the emissive texture technique because the zzz model had an emissive texture already. Yes, and is even simpler than that: you can just add a Light component to a GameObject, at run-time. Or you could generate a simple mesh (eg: a sphere) and set it with an 1x1 emissive texture and make a bulb at run-time (that, to clarify, doesn't really emit light on its surrounding). Or both. Didn't know how bad it was... I haven't messed up with Unity editor at all, except for compiling the shaders. From a very summary read it seem that code is meant to run in the Unity editor, and probably convert legacy clips (unity 4?) into non-legacy clips (unity 5?).
  22. @Cassin If you installed it using CKAN, you also need to select the 'Kerbalism Default Profile' package.
  23. Version 1.1.0 released: - scrolling inside a window will not zoom the camera anymore - optimization: compute vessel position only once - balance: radiation levels fade off between zones - balance: increased NERV radiation - fix: fields rendering on some Nvidia GPUs - fix: planner exception with unmanned vessels - fix: Vall use 'surface' radiation model - fix: workaround for SCANsat issue #234 (versions before 16.6) - fix: resource cache will not break BackgroundProcessing - fix: cross belts contract can be completed with unmanned vessels - fix: active shield not working in background
  24. @Pol Great! @Kerbos Good call, it was SV_POSITION.
×
×
  • Create New...