Jump to content

DunaManiac

Members
  • Posts

    1,345
  • Joined

  • Last visited

Everything posted by DunaManiac

  1. I just have one question. I'm assuming the rocks are procedurally generated, but will the locations of the rocks be persistent? As in, can I drive around on gilly, then come back to the same spot, and expect the rocks to be in the same positions? Could I leave the game and then come back in later and will the large rocks be still there, or will every scene change or location change cause a new generation?
  2. This is stunning! 2022 can't get here soon enough! If I didn't know better I would believe that some of the scenes were photographs! Can someone help me find my jaw? I think it's on the floor somewhere
  3. Good news! This is unfortunate. I'm all for developing KSP2, but it's a shame that KSP1 is being de prioritized, as it still has numerous bugs.
  4. I recently had an idea for KSP2's Adventure mode: Space Program Paths. At the start of every adventure mode game, the player would be asked to select several general paths for the development of the space program, each with their own benefits and drawbacks. Each path would have it's own prime focus. The focus of these program's wouldn't be very specific, like "land x colonies by x year," or "send interstellar mission to another star by x year," but be much more general, such as milestones, exploration, or expansion. I see this especially relevant to colonies, which "population booms" in response to certain milestones would be affected. One of these paths could be "Space Race," akin to the 1950s-1960s phase of NASA. While there would not be an actual competitor, the focus would be milestones - planting flags, landing on bodies, sending missions as fast as possible. As such there would be increased funding, but at the cost of decreased science gain (if those currencies still exist.) Kerbals would be more enthusiastic about the space program, thus showing their enthusiasm by increasing reproduction, causing bigger population booms, but the resulting population would be overall less skilled. Another path could be "Planned Exploration," a massive cohesive effort by the kerbals to explore their system and beyond. As a result, the program is much more rigid and methodical, with decreased funding, but science gains would be increased. The primary feature of this program would be a strict timetable for exploration, not focusing on milestones, but focusing more on tech. While milestones would still be celebrated on Colonies, the resulting population boom would be smaller, but would have the advantage of having a more skilled workforce, meaning boosts in production. A third path could be "Small Startup". With a minuscule amount of funding, the program would instead have to use clever ingenuity to succeed. As a result, there would be generous boosts in productivity, and periodic grants of funding that increase as more milestones are reached. Although I think this is an interesting idea, it's probably too rigid for KSP2.
  5. I can sometimes see or use computers in dreams, but recently I had a dream where for some reason I used a 1990s era desktop touch-tone telephone rather than a modern smartphone. The dream was about a cross-country bike trip, and I do remember looking at a map of the northeast US, but the borders were completely wrong, and I only remember reading "New York" on the map, and vaguely perceiving "Pennsylvania" and "Maryland" on the map all though it's entirely possible it's a confabulation. On the subject of weird dreams I did have two distinct dreams in which I realized that I was in a dream. Although not really. It's confusing, but I believe that realizing it was a dream was nothing but part of the dream, therefore I never had a true lucid. I also had several dreams where I distinctly believed that said dream was reality and commented upon it. But most nights, I have no dreams, or they're so incoherent that they don't form a structure.
  6. Considering the fact the mod hasn't been released yet, I don't think that pictures are necessary, but some sort of promo picture would be nice.
  7. There is an up-to-date source about Kopernicus, but it's not a guide, more like documentation. Sadly it's not very well known, even I only found it from someone's signature. It doesn't have everything, but it's good for making a simple planet. It even has a lot of information about PQS mods which seems to confuse a lot of new modders. Besides, syntax hasn't changed all that much over the years, most of the old guides should still work. Link here: https://kopernicus.github.io/wiki/ Making textures is a whole other matter. It takes a long time to learn how to make good ones (It took me months), but for now, there is a repository for texture guides right here on the forums:
  8. I don't think it's an easter egg. Especially since the discoverer in question wasn't able to replicate it, nor anyone else (at least to my knowledge). At 10,000 petameters the game is well-known to be buggy. All things considered, it's much more likely to be a fluke, bug, or coincidence than an actual easter egg.
  9. This is definitely amazing! I definitely love the concept of a young, cratered proto-earth with a moon just barely outside of the roche limit.
  10. I would say either Eve or Duna for a beginner at interplanetary missions, and Jool for a more advanced player. Eve is slightly easier to get to, and it has a moon, Gilly, which is the smallest and easiest body to land on. If you want to grab a lot of science, you could send down a lander or even rest your probe down on the surface no problem. The trouble with Eve and Gilly is that without a large lander, it is practically impossible to return from Eve's surface due to it's gravity and it's atmosphere, and Gilly's orbit makes it tricky to reach for a beginner at interplanetary mechanics, and hard to get a close encounter with on a hyperbolic trajectory. Duna on the other hand, is also about the same distance from Kerbin as Eve is, and it also has a moon, Ike. Ike is much larger than Gilly is, so most likely you'll need a dedicated lander if you want to land on it in the future. Ike's large size and proximity to Duna makes it easy to swing by if you just want to fly by. Duna also has an atmosphere, but it's thin and Duna is smaller than Kerbin, so if you budget correctly, a Mun lander with parachutes for the descent will actually work as a Duna lander. Jool, which happens to be the very first planet I visited, is quite a distance away from Kerbin, so if you go there you'll need advanced communications. But it's SOI is gigantic, and it's not too inclined, and doesn't take a huge amount of Delta V, if I remember correctly it's about 2000 m/s to get there, and 1000 m/s to get back. Jool's 5 moons also make it very valuable, a single mission could fly by all the moons and get a significant amount of science.
  11. The day it comes out, I will most likely spend the available portion of the day researching to see if it's really worth it, If I decide yes, then I'll play it as much as I can for the rest of the day.
  12. It's been many months since the last update, and I've decided I will be permanently abandoning this mod. Someday I may come back to this, but I want to spend more time on other unspecified modding projects, and this ended up as a thorn in the side for me. As such, this mod will not be updated within the foreseeable future, and the server will be deleted.
  13. Hi, I would like one of my old threads locked. Here:
  14. Kerbin is flat. You want proof? Go out out to the ocean. The surface of the water is completely flat! Checkmate Globe-Kerbiners!
  15. That's actually not true. Although the problem is worse on mars, parachutes can't really be used on Dyna. They can be used to slow down but they almost always can't land you safely, not unless you have a very big parachute and a very small payload. This has been suggested so many times I have lost count. It is not happening.
  16. Since my last post here, I've built all 9 of my spacecraft and sent them to Duna as a part of Phase 2. The first vessel to arrive was the Dune Trekker. The Dune Trekker was sent to explore a strange radio signal emanating from the south pole of Duna. Observations from the G. E. O. Satellite shows a strange, cone-like structure on Duna. Further exploration was warranted. However, the Dune Trekker's landing would not be precise. The scientists put the most precise landing zone at a 50 km by 50 km radius. With 8 days until the next vessel in line reaches it's Duna encounter, the Dune Trekker had plenty of time to land on Duna. It's seen here with the CCM (Course Correction Module) at the edge of Duna's hill sphere. The golden fairing is key to the Dune Trekker's design, for reasons that are classified* as of now. The Dune Trekker entered the atmosphere over the south pole of Duna. (Note, these pictures are based off pictures taken by the GEO satellite of the Dune Trekker's descent, but is enhanced and modified for presentation.) Soon after, the Course Correction Module dethatched from the fairing. During reentry, the scientists severely underestimated how much thermal stress the reentry would put on the fairing. The fairing nearly overheated, but the day was saved when the retro rockets automatically fired to slow down the craft. The jets seen opposite to the reentry flare are the plumes from the retro-rockets. By the time the retro-rockets turned off, the Dune trekker was now travelling at mach 2. The fairing separated from the dune trekker, but the deployment was so fast G. E. O. was not able to capture the exact moment of deployment, only about a second later showing the immediate aftermath. The parachutes successfully deployed, slowing the Dune Trekker to under mach 1. \ The engines provided the remaining deceleration. At deployment, the Dune Trekker began to lower it's cable** And separated, safely putting the Dune Trekker rover on the ground to begin a 50-100 km journey to Site YXAL, the mysterious pyramid.
  17. Today I finished my three motherships as a part of Phase II for Project D. I . R. E. C. T. T. The first is the Ike Direct Exploration Apparatus, or I. D. E. A. IDEA is composed of several vessels: a heavy reusable nuclear tug, the habitation module (Which will be the core module of Tenacity Space Station around Ike,) the Ike Manned Rover or the I. M. R. for short (left of center), the FERMLAB (Fantastical, Extraordinary and Rare Materials LAB, above center) the IML (Ike Main Lander, partially visible below center.) IDEA will have a crew of 5, and all of them will remain either at Tenacity or FERMLAB. The second is the First Advance manned SpacecrafT, or F. A. S. T. FAST only has 3 modules, simply a reusable heavy nuclear tug, a habitation module and a lander. FAST's purpose is to bring crew to staff my Northpoint base on Duna. It's secondary purpose is to bring home Eilly Kerman, who has been remaining alone at Destiny station over Duna for quite some time now. The last is the Specially Purposed Emergency Escape Directive. SPEED carries an auxillary lander, the Direct Escape Module to and from Outpost Northpoint (D. E. M. O. N.) SPEED is similar to FAST, but it will remain unmanned and will function as an emergency escape vessel from Duna. In the event of a base-wide catastrophe, DEMON will ferry the crew off the surface, and the SPEED vessel will take DEMON and return home with the crew.
  18. I've created another spaceplane to crew my fleet of spacecraft that will be going to Duna as a part of my colonization plan. The "Eagle" can hold 8 kerbals, twice as many as it's predecessor. It's quite stable and has a large fuel margin (as far as spaceplanes go) of 450 m/s once in a stable 100 km orbit. Some pretty pictures:
  19. If you install the correct visual mods and turn up terrain detail up to maximum, Duna can look quite beautiful. Seen here is a small manned rover driving towards a large hill, with a lander in the distance.
×
×
  • Create New...