-
Posts
292 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Next_Star_Industries
-
Why do people scale down mods?
Next_Star_Industries replied to Next_Star_Industries's topic in KSP1 Mods Discussions
You can't scale down a 50 megaton blast area or any other blast area of weapons for that matter, it is what it is, you simply wouldn't use a weapon of that size on a planet the size of Kerbin. I mean you can scale them, but then it isn't the same weapon any longer it's a weaker one. So a 50 megaton blast wouldn't be a 50 megaton blast any longer it would only be about 300 kiloton, if you scale it to the size of the KSC. None of my weapons are scaled down like this, they do however only use a blast radius equal to the kill zone of the weapon. Like with my nukes the blast area is equal to the 5 psi over pressure created by real nukes. I think you like others believe it is our real solar system scaled down and it simply isn't, it's just a small solar system with the same physics we use today. Well besides the fact that the densities aren't used in a realistic way, but that has no impact on the game what so ever, but real world physics, gravity, and math does. So like I was saying you can't scale down a weapon to fit in the Kerbal system you simply build a smaller weapon. I believe this is what you were saying as well when you stated that it should be scaled to fit Kerbin that translates to build a smaller weapon. Stuff like that does make sense. -
Someone should take a look at the version number on Curse and SpaceDock. It looks like there was a giant backtrack in versions from 0.11.1.4 to 0.3.0.0 and it's confusing people.
-
@KerikBalm misunderstanding I'm talking about parts not planet sizes. I think it's awesome to have different systems at different sizes but the parts themselves would still be the same and not be scaled. You wouldn't use the same size rocket to reach the same orbit of a different size planet. It seems things are being scaled to do just this. You wouldn't give a motor more thrust and lower ISP, because those number are set in stone, to achieve the same orbit with the same rocket, no you would build things, like bigger motors, add more fuel tanks, etc. to accomplish these goals. So for stuff like RSS you wouldn't use the same rocket as you would in stock it wouldn't be big enough. They aren't analogues if they were everything would be scaled including the densities and that would affect the gravitational pull of all the planets. So it's more realistic to view it as the density values aren't accurate and they don't really matter because it has no affect on the game or parts since this number can actually be anything you want it to be. All in all the size of the planets don't matter 1+1 still equals 2 no matter what size it is. In reality said density/mass of a body correlates to the gravitational pull of said body.
-
Again I ask why anyone scales anything or states it's an analogue of our solar system? It simply resembles a small solar system. Kerbin is Kerbin not Earth. The Kerbal solar system is the Kerbal solar system not our solar system. 1 meter is still 1 meter, 1 pound is still 1 pound, 1 newton is still 1 newton, etc. Kerbin is smaller then Earth so in order for it to have the same gravitational pull as Earth Kerbin itself would have to be denser then the Earth. Being denser doesn't change anything except the gravitational pull of Kerbin that would be why it requires the same delta v to do the same work. If Kerbin had the same density as Earth then everything would basically act like us being on the Moon. Are the orbits accurate for the densities IDK, we learn new things everyday in astronomy so they may just be correct. I do know the densities aren't accurate for the gravity in the Kerbal system, but again that has no effect in game on parts.
-
Why do people scale down mods?
Next_Star_Industries replied to Next_Star_Industries's topic in KSP1 Mods Discussions
I view it like this. The Kerbal solar system would be like any other real world system. It still uses the same physics, the same measurements, the same time, etc. it's just a smaller system. There for, IMO, parts would still have all the same real world sizes and settings, but would only include parts that would be used for a system of that size. Instead of building the same stuff that would be used on a system the size of our solar system and scaled down to work in the Kerbal system. For example I could build the 50 megaton Russian "Tsar Bomba", but it would never be used on a planet the size of Kerbin. A 50 megaton nuclear explosion has a 5 psi over pressure radius of 20.7 km that would be total over kill and a waste on a planet the size of Kerbin. Just like here on Earth we would never build anything over 100 megaton it's just a waste, but that same weapon would be very insignificant on a planet the size of Jupiter and we would build them bigger than 100 megatons because it would be practical to do so. So IMO nothing should be scaled back but actually build stuff that would be practical in a system the size of the Kerbal system or for other systems seeing as there are plenty of solar system and planet mods out there. -
Why do people scale down mods?
Next_Star_Industries replied to Next_Star_Industries's topic in KSP1 Mods Discussions
Yes now it makes more sense. I wasn't thinking about it from this point of view. @dundun92 So do you think I should scale down my stuff or keep the real world settings I currently use? -
Why do people scale down mods?
Next_Star_Industries replied to Next_Star_Industries's topic in KSP1 Mods Discussions
I understand the logic here but wouldn't one just build things for that said volume. I know it wouldn't that was just an exaggerated example is all. No. But it wouldn't be if it's 1/10th the size of Earth. Makes good sense. Didn't think about it from this angle. -
I see some mods are being scaled down for use in the Kerbal universe I'm just curious as to why? It seems that 1 meter is still 1 meter and one second is still one second, so that would mean that 1+1 still equals 2. So why the scale down? For example I build nuclear weapons in my mod, I didn't produce a 50 megaton weapon because it would destroy half of Kerbin, but instead built weapons that would be realistically used on a planet the size of Kerbin. The Kerbin system isn't a scaled down version of the real solar system or 1 meter wouldn't be 1 meter, please correct me if I'm wrong about this.
-
You refer to version 1.3 no it didn't get many downloads and they weren't hijacked it was a simple work around that allowed NKD to work is all. As soon as harpwner returned all the NKD stuff was removed. Credit was given to @harpwner and everyone was told it was NKD.
-
That's to good! I would definitely consider this if it's a legit claim. I would clone and see what I could do, but that doesn't mean it would get implemented into the release if I did fix it and I'm not in the habit of wasting my time. In the mean time I'll just keep pushing everyone sending me complaints to the issues page. You guys aren't paid for making this mod hmmm I get paid for mine through downloads and Youtube.
-
I sure hope issue #171 is being worked on as people are getting very frustrated by it and have started removing BDA, which is affecting the rest of us building stuff for it. Nothing more annoying then spending all that time setting up stuff to produce Youtube content only to have it ruined by explosions following vessels. Nobody is wanting to sit back and let the AI do everything. This issue is absolutely ruining the BDA experience for people and it's going to start showing soon.
-
Sorry about that put the wrong one in https://www.dropbox.com/s/vw7ysha33wmf8z1/BDArmory Weapons Extension v1.8 KSP1.2.2.zip?dl=0
-
Looking for Commercial crew spacecraft.
Next_Star_Industries replied to Cloakedwand72's topic in KSP1 Mods Discussions
You are correct not much difference. There may be several reasons for a mod not being updated yet here are just a couple of reasons: 1.The mod may never be updated. 2.There may be a major update coming out and the mod is currently in the QA stage. 3.Several modders have been in school and may be working on their mod as we speak. Only time will tell what mods will be updated. They may want to hurry it along though as KSP 1.3.1 will be released soon. -
Yes sir about the paths and no your not big dumb, easy mistake to make when there is a lot of things going on in a mod like this one. I'll look at things 90 times save it, release it, and then have to correct the easily seen mistakes I made and release an update to fix it, that's what makes it fun and a learning experience as well. Just last night I seen I forgot to uncheck a box in Unity for exhaust particles, so when you were in the editor and highlighted the parts in the list it would start the particles in the selection panel. It looked neat but sucks because it has been in everyone of my updates. I don't know about anyone else but I'm having a blast using your stuff can't wait for the next update. Have a good one
- 2,035 replies
-
- 1
-
@harpwner is currently working on his next update and I'm sure he'll resolve this issue with it.
- 2,035 replies
-
I have detailed instructions on page 64 of this thread on how to make this mod work.
- 2,035 replies
-
@dundun92 Halt anything you are doing with mod for KSP 1.2.2 I have an up to date completed version for you now. You can download it from here. Now you will need to change the localisation again (sorry) but the explosionFX paths can be left as is. I have added the source as well for you to play around with. Let me know if you change something or come up with something else so I can add it to the master file. I'll explain how all the source is working and how to use it the way I have it, let me know when you go to mess with it. Other wise I'll make a new plugin for KSP1.2.2 if I change any coding in it and you will only need to remove the localisation of any future parts which will be a few. (I would do it but my workflow would be screwed if I tried and if you don't mind doing it that's great.) This way you don't have to mess with coding unless you feel like it and it will keep the code clean with a master. With your help I won't have to maintain 4 versions of this thing because if we are going to release it for KSP 1.2.2 might as well and do it for the RBDA version as well which I have to compile still. This mod is not RBDA compatible yet but shouldn't take much to make it compatible it just looks like dll name was changed is all so I'll get started on that soon. I'll need the link to where ever you host it at. Now I'm also starting to think if we are going to do this together that it maybe smarter to set things up on github as it would keep everything in one place. I may start that later as well IDK. PS the mod at dropbox is KSP1.2.2 and BDAc 0.2.1.0 ready as is except the localisation. A new thread should be started here as well for it but I leave that all to you. Have good one!
-
Thanks for that @harpwner I apologize if I have made you sound like that, it wasn't my intention at all. I'm still pushing this mod and will continue to do so. If you need any help at all with it hit me up, I'm no expert either but I'll help out any way I can. So you are aware the bug of explosions following vessels and a couple other crazy little things are still happening, but these are known issues in BDAc #171, I believe you already know that. It's only happening if you are in control of the active vessel that fired the weapon and are moving. Anything stationary or AI controlled seems to be working as expected. I hope the BDAc team is able to fix it soon because it kills making videos, but it's still fun to watch the AI go at it. Great mod can't wait for your next update I'm missing the B-83. P.S. I agree this thread should be about NKD only and will be from me now on. I'm also offering help if you decide to do the localisation thing. I can translate to Russian, Simplified Chinese, and Japanese if you decide to. Also wanted to add don't push the long range stuff much past 90 km they don't act right all past that.
- 2,035 replies
-
Hey me too I love that game. No nothing just make sure you have C# of course which I believe is there already in it. Once you open the project it should set everything up it'self. I open it by going into the source folder and clicking the project there.
-
The source folder is setup with everything I have in it and built with Visual Studio 15. Remove the references to UnityEngine, Bahaturret.dll, and AssemblyCsharp on the right side. Then add back the references for KSP 1.2.2. Bahaturret.dll is in your KSP/GameData/BDArmory folder the other 2 are in the KSP/KSP_x64_Data. The only thing that should need changed is scroll down the NSIExplosionModule.cs and find Time.time and change it to time.time then just build it. Don't error check first something with the Cat filter shows as errors but if you just build it no errors trying to figure out what is causing it but it works so. This will keep everything for you except of course the localisation stuff. Just to refresh you. Feel free to ask me anything I'll help everywhere I can.
-
Let me know the link to it so I can add one to Curse, SpaceDock and this thread. Lots of people are asking for it. Then I can remove the 1.3 version of NKD and be done with that. Thanks for doing it. I have one question are/did you recompile the source or just modifying the configs to work? Also wanted to add that all parts of any mod seem to be compatible with any version of KSP just not the plugins if you didn't know already.