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Everything posted by UranianBlue
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
If I think about it, this is probably the best KSP Kopernicus mod. Moreover, considering that this is a relatively recent mod, the amount of work that @StarCrusher96 put into KSS must be intense. Salutes to @StarCrusher96, and please make a pulsar planet system.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
I can include stock looking parts, as well as a part that looks like a vending machine. There needs to be something funny in every mod.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
As for humor, the food containers will be radially attached Kerbal Vending Machines.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
cool, but how are you going to get Kerbalism to work? I've already started working on a crappy version of Kerbalism (with humor) for my own interstellar KSP mods. Would you be interested in trying it when it's done?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
I don't think your work is "crap." Your textures are amazing, better than anything I could make. However, I just hate TRAPPIST One for the same reason I hate Mars. Also, finding UV Ceti variables is hard. The term "UV Ceti" variable means "flare star" now. This means that all UV Ceti variables are irregular, and that their flare events are transient. It is well understood that flare stars. The K2 Kepler Space Telescope extension found several intense flare events coming from the star, which is typical for ultra-cool M type stars. Here's the paper I read. The implications indicate that the TRAPPIST One system could be uninhabitable: https://arxiv.org/pdf/1703.10130.pdf The IAU disagrees. Also, by your logic, Rigel should be called Alpha Orionis. However, its not. When the IAU renames an object, that's the new official name. please make a neutron star system.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
Then just make your own (crappy) version of Kerbalism. Since Kerbalism DOES NOT work with any interstellar planet pack, I believe that it is justified to make at least something. While this might seem like a contradiction to my statements about not redoing the Kerbol system, it is not. The justification is that it is possible to make a patch for OPM and get the planets to orbit Kerbol in KSS; however, it is impossible to get Kerbalism to work with KSS or any interplanetary mod. In order to get something, there will be some redoing. In a hypothetical Kerbalism replacement, you might not want to worry about food supply when on such a lengthy interstellar trip. However, the radiation from stars might kill your crew. For instance, Kelnis is likely similar to a UV Ceti type variable; it often releases CME's that kill things! The black hole in KSS is pretty cool, but I'm curious if It can be made more realistic in close encounters. The graphics for it are already amazing, but the last time I checked, it did not rip your ships apart from tidal forces. Again, I will be happy to help you code up the C# files for the crappy Kerbalism replacement. I am the kind of person who often points out absurd priorities in certain planets. I don't download the Kelnis system for my own reasons, but I would like to see @StarCrusher96 make a neutron star system instead of spending most of his time upgrading TRAPPIST One systems. Also, the space police (IAU) has probably bugged you about this: "Alpha Centauri" is not the official name for the nearest star system anymore. The IAU renamed the system around the same time Proxima Cen. b was discovered. The new, official name is "Rigel Kentarus." Look, they used a "K."- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
I only see white dwarf stars. No pulsars. Also, the "Kelnis System Just Released" confused me and made me believe that you had actually added in a completely new star system just then. I haven't played KSP with KSS in a while. Good point, but how many planets in KSS are not unique? @StarCrusher96 essentially made his own version of OPM planets. The All is probably the coolest thing about the mod, but please stop updating TRAPPIST ONE! In my opinion, TRAPPIST ONE is an uninhabitable radiation pool. Red dwarfs kill off life (UV Ceti type stars). I don't think worrying about food supply when traveling between stars is a great idea . . .- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
ok, I was just offering to make a neutron star system extension for your mod. If you don't want the neutron star system, I can easily place it in my own exoplanet mod, UBPP. Also, "one of the first" does not mean the first; you where not the only one who immediately made an analog of the system (ProtoJeb21). TRAPPIST One is what I call "an overdone theme." It's a bit like Gas Planet Two. There are so many mods that have made that feature that its not interesting anymore. Can you tell me how many Kopernicus mods include a neutron star?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
there needs to be a pulsar planet system. If @StarCrusher96 would allow me, I could make a pulsar system for KSS.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
let me guess . . . This is another TRAPPIST One Analog. What about another star system? Can I see one done with pulsar planets or planets based on Gleise 436 b?- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
How did you get Kerbol to orbit around "The All"?. I thought it was impossible to reparent the sun or reparent Kerbin.- 4,170 replies
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[1.5.1] Kerbal Star Systems [v0.8.2] August 18, 2018
UranianBlue replied to StarCrusher96's topic in KSP1 Mod Releases
How did you get "The All" to work?- 4,170 replies
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Everybody has had that moment. I canceled a BD Amory battle because of an eclipse: https://imgur.com/a/CDhPk
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tried landing a Space Shuttle on Eve. I used a warp drive to get it there. However, I forgot to add radiators:
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[WIP] UranianBlue's Realistic Flight Complication Mod
UranianBlue replied to UranianBlue's topic in KSP1 Mod Development
@JadeOfMaar Here's my answer: Does BARIS show a picture of Mike Pence touching critical space hardware whenever a part fails, saying that Pence was the reason why the mission failed? Where's the humor in that mod? Here's an analogy that you will be familiar with. People make planet mods all the time. Why make new planet mods if all the planets are close in resemblance or type of planet? Why would anybody make an interstellar planet mod if others had done it before? I promise you that there will be differences between existing mods. The reason I am making this mod is so that I have a shot at adding something that BARIS lacks (maybe a cosmic ray striking your ship destroy your science number). @The-Doctor There's no humor in Kerbalism. This mod must be funny. First, the food supply containers will be "vending machines" containing the Kerbal delicacy "snacks." -
Hello all!! Being close to my Fall Break, I have had extra time to begin contemplation of a new mod! After playing KSP yesterday, I realized that an interplanetary mission would require food to feed the kerbals. I like to think of KSP as a relatively ideal version of the space program; the astronauts don't have to worry about food, electric charge, etc. Moreover, KSP does not cause parts to randomly fail. Does everybody remember the Antares Rocket Explosion that happened about 3 years ago? Since explosions are what make KSP interesting, I think that random part failures will make the game even better. Here are some features that will be inserted into the mod: My rule for making these mods is based on how well the community would want a mod like this. If you want to see this mod completed, please show your support so I can gauge which mods I have to prioritize finishing. If you have any suggestions, please list them in a comment; I am open to all suggestions for this mod.
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Multiplayer in KSP 1.8
UranianBlue replied to popos1's topic in KSP1 Suggestions & Development Discussion
Have you heard of Dark Multiplayer? By the way, Squad couldn't do nearly as many things as the modding community can in the same time interval. If Squad is going to change anything, they would need a very good reason for doing it. For example, a former developer at Squad had designed several new planets, including GasPlanet2. When the developer, NovaSilisko, left Squad, people still wanted a GP2 to be made, but it never happened in stock KSP. Then, the Kopernicus Modding community created OPM and KerbolOrigins. Eventually, the modding community will make a much better multiplayer mod. As for the console edition, it is definately Squad's responsibility to make a multiplayer mod! Xbox is very boring if you can't have a game with other people. Also, it is very hard to mod console games, so the modding community has no power here. -
Description improvements
UranianBlue replied to Youre_avarage_Kerbal's topic in KSP1 Suggestions & Development Discussion
Why would a craft description be that long? -
Cassini-Huygens Probe Memorial Challenge
UranianBlue replied to rev_dude's topic in KSP1 Challenges & Mission ideas
This looks like a fun challenge. I will probably use Cavran from my own planet mod. -
BRING BACK DON'T CLICK THIS THREAD!!!!
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Why not n-body physics?
UranianBlue replied to dvp's topic in KSP1 Suggestions & Development Discussion
We don't use n-body physics because it requires a lot of CPU's. Patched conics works fine. -
Worked on my Powered Descent Autopilot Module. It can land on the Mun as well!
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I started working on a new Module that will allow me to do a hands-off powered descent and mun lander. The module is good at controlling the throttle. However, it is not good at keeping the craft locked on its retrograde! At first, the ship will point almost exactly at the retrograde. However, after several seconds, the craft will stop following the retrograde, and only adjust once the retrograde has drifted very far from the craft's heading. Using SAS, I can click on the hold retrograde icon, and it fixes the problem. This works, but I don't want people to have to mess with their SAS. Here is my code, and I also have a video of a working attempt:
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pre programmed maneuvers
UranianBlue replied to mrvice's topic in KSP1 Suggestions & Development Discussion
Answer: MechJeb. If you want an autopilot, use MechJeb. If you want something else, you can code up a working module in C#.- 23 replies
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Don't worry!!! Given the right amount of time, anybody can compile a simple C# module that allows for random self-destruct. Then, using some stuff involving ModuleManager, you can add the module to every stock part! However, somebody has already done that, so I won't try to make a competing mod.