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SynX

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Posts posted by SynX

  1. 19 hours ago, Fenceingmadman said:

    Good question i would put this on a similar scale to eve online.

    I don't play EVE online (although heard it's a great game). can you tell me more about it please?

    also my warships were designed for making videos of my retribution to my favorite sci-fi novel... but I'm glad to help you anyways... I got Kerbal about half a year ago... game time is probably less than 200 hours

  2. 11 hours ago, Fenceingmadman said:

    That's very cool these capital ships will most certainly make a appearance.

     

    Um... I wonder how do you classify these ships ? I consider the first ship as a cruiser (1450m long, 1 megaton), and the second one (when finished ) a battleship (estimated saucer diameter around 700-800m, 1500-2000m long with engine nacelle and around 3 megatons).

    however, some ships that classifies as a battleship in a sci-fi might just be a frigate in another sci-fi... and I need to figure out what is the best scale...in fact the first one is already so large that I have to extend the scale of TweakScale...

  3. Since you're asking for warships, which will not be fun without mods. 

    This is the one I already finished, called S0, still needs some fixing and improving

    https://ibb.co/2crp5n8

    And the another one called NS is still under construction, about 10% complete, due to mod errors for Ubiozur welding 2.5.4, I can't really tell when this will be completed. This is based on a description of a capital ship in my favorite sci-fi novel.

    https://ibb.co/T8VDJcN

    https://ibb.co/PZd2y64

    only the command deck and some walk ways are build... far from complete.

    If this satisfies the conditions, I will start sending craft files and mods I use...

  4. On 11/14/2019 at 5:44 PM, KerikBalm said:

    I thought that the Epstein drive was explicitly a fusion torch?

    What the show doesn't say is what kind of fusion reactor it is.... Inertial confinement, magnetic confinement, beam colliders, dense plasma focus... etc.

    "Fusion Torch" doesn't say what method is used to achieve fusion.

    Epstein, or in this case, the Kerbstein drive of KSP Interstellar, has the highest TWR amongst fusion engine, probably runs on ultra dense deuterium

  5. On 8/24/2019 at 10:06 AM, [email protected] said:

    Ok guys. I do hate to remind you but look carefully in the first 20 or so seconds of the announcement trailer.

     

    it clearly says NOT ACTUAL GAMEPLAY! 

    Note you may need to just let it play because that disclaimer was DELIBERATELY PLACED to be completely obscured by the you tube time slider overlay.

     

    seriously its a old advertising trick. Make the game look better than it actualy is then pretend you made it obvious that the trailer is non representative.

    it' not actual gameplay might just mean the graphic aren't as good as in the trailer (your GPU will explode), and you can't set camera angles in these ways.

     

    On 2/22/2020 at 4:58 AM, magnemoe said:

    Antimater is possible but idiotic expensive and even more dangerous. Warp engines is pure sci-fi. 

    Gameplay vise I feel the setup could work.
    No not very happy with the metalic hydrogen setup, realism and also the ISP is not that fantastic. Had it been expensive but powerful setup so you could get 700s on an 2 ton  200 KN engines in high trust configuration with an option to get 1500s with low trust then yes. Now it looks more like an beefed up Nerv using weird fuel. 
    Rather have advanced fission engines and early fusion ones. 
    Orion, yes love them, perfect for moving heavy stuff fast, however the engine is huge and scaling down don't work well. You can also not land with them, yes you can use secondary engines and interesting landing leg systems on lower gravity worlds. 
    Assume they will be expensive to run as nuclear bombs are expensive. 
    While orion is nice its not an starship engine.
    Daedalus fit that niche larger than Orion bu also has higher ISP and cheap fuel once you extracted it. 

    And some OP engine found on an spaceship wreck on an super Venus 20 LY away. Who you need to extract and return to KSC to unlock. 
    Love the idea, you won the game anyway. 

    with existing tech, I would say that something that the spacecraft itself aren't that powerful and independent, which a light sail will be fine. also, even we don't have controlled fusion out of the lab yet, but we do have hydrogen bombs, which allows project Orion to work. Also, even I'm not sure if it will be available in this century or not (fusion definitely will), the Alcubierre warp drive is not pure sci-fi, it's based on general relativity, and NASA Eagleworks is working hard on it.

  6. I think I have installed all the dependencies of BDA... however, these weapons seems not to work. When I aim rockets and turrets at a target practice, they just pass straight through, dealing no damage at all... also the armour thickness could be adjusted any time??? Also, all of these radars cannot detect anything and lock onto anything. I'm very confused.

    Also for space combat, am I able to lock onto a target with some maneuverability (while not nearly as much as the missile) and hit it? how does the path predicting works? And If myself wants to make a smart projectile that can attack multiple targets by ramming straight into one, and then ram the next one and so on, what code should I write in the cfg file?

  7. On 1/14/2015 at 1:38 AM, Alewx said:

     

    Usage

    • Create the set of part you would like to weld inside the VAB or SPH
    • Press 7XknDud.png button in stock Launcher
    • Follow the instructions. Weldments will be saved in the GameData\UbioWeldingLtd\Parts folder
    • Reload game and then you will have your weldment available on the part list. (You can try to save time by enabling the "Database autoreload" option in settings, but it should be borne in mind that this mode is incompatible with many mods and can cause problems.)

     

    Known limitations / supported and unsupported mods

    • If you weld together multiple RCS, you will not be able to use the weldment for rotation - the game doesn't allow it.
    • Don't include in your weldment more than one Leg/Light/Solar panel/Science experiment - it is game limitation. The main restriction is not to weld together two identical parts from this list. So for instance, you should not weld two legs together. One leg and one illuminator on the same weldment does not present a problem.
    • Also it is better not to combine together several Docking ports in one weldment.
    • If you weld Engine with integrated Alternator, your weldment always will have Electricity amount equal to 0 even if you have welded a battery to it (Bug/Feature of the game).
    • Multiple Engine with Fairing are not supported by the game.
    • Generally, I suggest not include the engine(s) in your weldment.
    • Crew Hatch: Game allow them only near the CoM of the weldment or hatch will be unusable. Game won't allow several hatches.
    • Winglet/wings/control surfaces/parachutes: they can/must work incorrectly after welding.
    • Wheels are cuasing problems with craft spawns.
      Other limitations will be described Soon(â„¢)

    Incompatible mods:

    You can have all these mods installed, and will have no problems. But welding the parts from them will lead to unusable weldment.

    • Procedural parts
    • Infernal Robotics

    Compatible mods:

    • Tweakscale
    • Hullcam VDS (only one camera per weldment)
    • Remote tech (don't add more than one antenna to your weldment)

     

    Nice~I have a problem that I clicked on the icon, and nothing pops up and the mod is just unresponsive... I knew my craft was large and complexed, composed of basically only STRUCTURAL parts I want to weld. I used TweakScale and Procedural parts... however even when I opened up a new file and tried to weld simple parts together, the mod is still unresponsive

  8. On 2/12/2020 at 2:19 PM, linuxgurugamer said:

    Hi,

    As a result of the Unity update for KSP 1.8, the minimod MiniAVC.dll is seriously broken.  Many times it will cause the game to crash almost immediately.

    In an attempt to alleviate the problems, I have added ZeroMiniAVC as a dependency for both the ClickThroughBlocker AND ToolbarController in CKAN.   This was done to ensure that the most people will get it automatically installed as quickly as possible.

    ZeroMiniAVC is a small mod which will delete all copies of the MiniAVC.dll files that will exist anywhere in the GameData directory.

    For those who install manually, you can get the latest version here:

    https://spacedock.info/mod/1614/ZeroMiniAVC

    If you are using CKAN, it will be installed/updated the next time you run an update on CKAN.

    This is, in my opinion, the best way to address the issues.  While I have fixed it locally, there is no easy way to get it out into all the mods which use it.

    It is my strong suggestion that you leave ZeroMiniAVC installed for the foreseeable future, to make sure that any mod install or updates which might have it included won't cause any problems.

    Finally, depending on the number of mods installed, you may have to start the game two times to fully remove all the MiniAVC.dll files.  What seems to happen is that ZeroMiniAVC will work, but the game may crash the first time if there are multiple MiniAVC.dll files.  So the second start will be fine.

    MiniAVC is being retired, and I have no plans to re-introduce it in the future.

    Linuxgurugamer

    Thank you! I have been frustrated for a while. Also even the game does load now, sometimes it still crashes, and miniAVC.dll files still exist... also the loading screen shows "ZeroMiniAVC started" and then "ZeroMiniAVC destroyed"

  9. 9 hours ago, Elidnas said:

    Will that work for other versions? I'm using 1.7.3 will the plugin still work to move the COM

     

    If not, is there any way to keep the thrust balanced on later ksp versions? 

    I used it on 1.8.1... And realistically, you should offset the engine to make the thrust balanced. Also nesscery when you Want to use other engines from elsewhere, like KSPIE.

  10. On 1/25/2020 at 8:15 AM, eggrobin said:

    For the new moon (lunation number 248), the new release (Frege) is out.

    • Celestial histories are now displayed as far as requested in the past (if available), rather than being limited to the time of launch.
    • Miscellaneous bugs have been fixed (perhaps most visibly, the wild camera spin in the pause menu introduced in Fréchet).

     See the change log for more details.

    We support two sets of versions of KSP: downloads are available for 1.8.1, and for 1.5.1, 1.6.1, 1.7.x. Make sure you download the right one (if you don't, the game will crash on load).

    For the convenience of our Chinese users, the binaries can be downloaded either from Google Drive or from 腾讯微云.

     

    This mod is beyond awesome for geeks... Also since we have n body gravity, I wonder if the iconic 3-body motion is avalible. Another mod called Galaxy Unbound features a system with 3 stars, and it's disappointing that there isn't any three body motion.

  11. On 8/12/2019 at 11:04 AM, Acea said:

    Current engines would be fusion-plasma driven and will have an extremely high ISP, near the level of a torchship.

    Heat output on the other hand will be relatively low, due to the fact that most of the heat was generated by the fusion reactor itself, not the engines.

    Since they are fusion powered ships, will the fusion reactors and propulsion systems from KSPIE work?

  12. On 1/26/2020 at 5:57 PM, Acea said:

    That is always on the list.

    Fusion propulsion is a thing. You can see that we've made a plasma thruster, which unfortunately is not designed for reaching like 100 Gs, but it will be there.

    For weapons we have a complete list of what to do, and what styles would fit our brand new ships better. Thx for your advice.

    Will them be compatible with TweakScale? 

  13. This is what I was hoping for (other than the known features):

    1. Better physics: Multi-body Gravitation, Relativistic Effects, more scientifically accurate aerodynamic and exhaust effects (such as a blue or violet shock at high speed entries more than 10km/s according to black body radiation and the change of exhaust plume as pressure changes)

    2. Procedural parts: In stock KSP, only the fairings and connectors are procedural, and have quite some limitations. Procedural wings and fuselages will be cool. 

    3: Modified advanced Tweakables: able to weld together multiple structural parts and fuel tanks together, making the computer to think them as one whole piece. This will make crafts much more solid and saves computing power, and avoid Rapid Unscheduled Disassemblies.

    4. More options in career mode: Such as earning founds by running airline services using newly created spaceplanes.

    5.More difficulty options: Either chose the original KSP experience, or hardcore, ultra-realistic experiences

  14. On 6/13/2019 at 7:59 AM, sturmhauke said:

    This looks super cool! Do you need someone to help with combat-related coding? I'm currently digging around in the BDA code to see how it works, and was thinking of doing a space combat fork. Standard BDA doesn't understand orbital mechanics, and ships tend to fall out of orbit pretty quickly.

    Wow, so... can you tell me why sometimes the BDA and other weaponary mods based on BDA are glitchy? Like, sometimes the projectiles/missiles/lasers pass straight through the target, doing no damage?

  15. On 10/9/2018 at 12:29 AM, Acea said:

    Kerwis Team Presents (work in progress)

    k75qEk7.jpg

    I'm always interested in futuristic battles in science fiction, which could be really fantastic. Giant warships jump into a battle straight from lightyears away in a glimpse of eye, laser beams and shells fill the screen with death and destruction, and pilots firing all missiles at enemy flagship... That's always romantic.

    But there's much more behind it. Cargo ships carrying goods and materials across vast space and colonies, through high speed stargate networks; civilian FTL spacecrafts travel into the furthest unknown where nobody has ever set foot on; civilizations spread into universe and build megacities on planets they just discovered a few years ago...

     

    We are speaking here to announce a brand new project, by which we are trying to set a standard for future KSP FTL crafts. Modular starship parts (which would be compatible to well-known mods like B9 HX and USI MKS Kontainers), multiple FTL methods, futuristic power sources, and so many more in our plan that I can't cover them all here.

    We would do it step by step, it may take a bit of time to realize and polish, and we hope you guys would like it when things become true and solid.

     

    TO-DO LIST (DEC. 24/2018)

    Basic FTL (faster than light) method and parts

     - Wideband Anomaly Redirect Propulsion (W.A.R.P.) Core (Warp Drive Core) (done)

     - Emergency Vessel Anti-Defunctionalization Engine (E.V.A.D.E) (Emergency Jump Engine) (done)

     - General Arriving Terminal Equipments (G.A.T.E.) (Star Gate Parts)

    Modular ship parts (at least in 2 styles Type-A done)

     - Command pods and control parts (SAS/RCS) (done)

     - Structural parts (done)

     - Switchable resource containers (done)

     - Armor panels and shield generator (done)

    Weapons (based on BDArmory Continued)

     - Kinetic Weapons

      -- Electromagnetic Guns (AP)

      -- Plasma Guns (HE)

      -- Point Defense Guns (CIWS)

     - Energy Weapons

      -- Laser Main Guns

      -- Laser Point Defense (CIWS)

     - Missiles and Torpedoes

      -- Small/Medium Tactical Missiles

      -- Large Strategic Missiles

      -- Space Torpedoes

    Wow, this is what I'm waiting for since I got the game. However, I think adding a few powerful sublight fusion propulsion devices, with a huge beam of plasma as exhaust, and which will allow the ship to accelerate exceeding 100 Gs will be more than awesome (and the ship shouldn't fall apart in this situation) Also, for the weaponary part, an existing mod called KTech might offer some good ideas (Although I think that mod still requires some improvement) Last, I hope most of the parts can be compatible with Tweakscale to allow constructs of different sizes, which BDA and other weaponary mods lacks.

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