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LittleBitMore

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Everything posted by LittleBitMore

  1. Chapter 2: Orbits Also, before you go, please suggest names for the space program! I don't have any ideas yet, and I thought it would be fun to ask you guys.
  2. Since the previous chapter, I've removed Kerbalism, added nearly every USI mod, and added a ton of contract mods. Next chapter should be out today or tomorrow
  3. I'll be removing Kerbalism in favor of another mod that utilizes life support. The strange science mechanics, radiation mechanics, and part failures seem too alien for me to continue using them
  4. Hello! This will be a heavily modded mission report, written in a story-esque manner, much akin to other mission reports stylized as fanfiction-esque sagas. The main goal is to discover the secrets of the universe (which even I, the author, don't know, so be sure to not spoil any story behind Beyond Home.) Be sure to notify me when I've forgotten about this. I'm very, VERY good at forgetting about things, so you can always comment "MOAR" at any time to remind me Everyone's played the early game, and nobody enjoys it the 87th time around (even with mods), so I'll be starting off with 150 science points to help myself go into orbit faster. Yes, I know this is technically cheating, but I doubt any experienced players enjoy the early game. I'll be doing nothing else cheaty unless it's needed for technical reasons. Modlist: Without further ado, let's begin! Chapter 1: New Beginnings Sorry this one's a little shorter than I wanted, I simply didn't have enough time. I'll surely have enough time in later chapters to launch several craft per chapter.
  5. So if I'm understanding this correctly, even robotics parts now work? If so, then man, I should play KSP again
  6. Does anyone know the list of stock/DLC parts which are incompatible with TweakScale as of 1.11.x (with Recall)? I've been poking around, but I haven't been able to find this.
  7. Have faith in the devs, I'd say. they've shown us all sorts of splendiferous and extravagant engines, technology, game mechanics, and content through the dev diaries, show and tell videos, and out her eon the forums. I'd say they won't oversimplify stuff. Let's just remain optimistic.
  8. Psst, guys, i think you're missing something. A picture released by the devs at the announcement of KSP2. That first question and answer there states that "old" gen consoles will recieve it on launch, and if I know anything about what console generations do (which I don't), they can do compatibility to allow old games to play on new consoles-- like backwards compatible Xbox One games that were originally on Xbox 360 (though I don't know if Playstation consoles do this). And even if not, I'm 100% sure that support for new gen consoles will either be on release or within a year of it. I don't think there's more to discuss, since it was confirmed for older consoles, and a HUGE chance of support for modern consoles?
  9. I love this mod! Definitely essential for me now. I have only one recommendation, and that is smaller and/or shorter versions of pistons. However, nothing can deny how useful this mod is for Breaking Ground users!
  10. I've been looking for mods that add longer and more interesting cargo bays and service bays for the normal stock sizes, but I cannot find anything matching my preferences. Do you guys know of any good part mods that add more service and cargo bays for 1.11.x?
  11. I really like this idea! Thank you for introducing me to it. May I alter my original post with your idea added?
  12. EDIT: Section III added Section I at least partially confirmed by Nate Simpson (thank you for confirming this for us, it means a lot to me!)
  13. I dunno. I feel mass drivers are more realistic because KSP1 already has rover wheels and robotic servos, which can be used in that kind of stuff, and maglev... just feels off. There's no real easy way to out it but mass drivers have more appeal, and I'd assume only one would really be needed Edit: forgot to ping who I was replying to. @shdwlrd now they can reply if they like
  14. I've been so excited about colonies for such a long time, so I wanted to go spend a decent chunk of time talking about them and the possibilities I see for them. Please note most of this is speculation and what I'd prefer ideally, and I'll probably mention whenever something is confirmed. I. Core Function of a Base/Colony (EDIT: Most parts of this section have been confirmed to be in KSP2 after I wrote this-- thank you, Nate Simpson!) For most of us, when we think of a base or colony in KSP2 we think of the ridiculously precariously positioned orange glass domes atop large metallic poles on an atmospheric planet around another star, as described in the KSP2 trailer. I love this concept, but I want to break down the core functions of a base and colony to see what they might look like. First of all I want to provide distinction between a KSP1 base, a KSP2 base, and a colony. In my ideal mind, "bases" that we put on planets like KSP1 will mean nothing like a KSP2 base or colony. A KSP1 base would be an assortment of ship parts with landing legs attached. Ideally KSP2 bases and colonies won't be anything like this, and they both use base parts. "But wait," you ask, "what's the difference between a base and a colony now?" For me I'd find it best if bases were described as anything made of base parts, and colonies were bases that could make more kerbals and base parts for the colony, i.e. sustainable and containing a colony. If you wanted to make a simple mining factory on Minmus that sent back pods of Mintium to Kerbin, you might not have a need for kerbals at all, and ergo it might be a nonsustainable construction, contianing no kerbals. It just mines, builds ore pods, and launches them. This obviously would not count as a colony, but rather a base. A fairly lackluster base, but still a base. However, let's say you had a metropolis of dozens of biodomes on Duna. It mines, filters water and oxygen out of the rocks (or whatever life support Kerbals would need), puts ore into a massive VAB and base construction facility, AND it has the capability to make more base parts and attach them onto the end. This obviously would be a colony-- it can create more space for the kerbals, feed them, and let them reproduce. However it would also be a base, as a base would be a sort of umbrella term in this case. In my ideal world, a base's core function can be whatever, but it needs to be made out of base parts. It matters not whether it has kerbals in it. A colony's core function would be a subcategory of bases that let kerbals reproduce, so they may split up amongst other craft that the colony also creates. II. Kerbals and Colonies The first kerbal-related point I want to address is reproduction. Kerbals will reproduce somehow in colonies, and it's likely we'll need something to let them reproduce in colonies. I've seen a lot of debate on whether life support should be added or not. I'm still not entirely sure on what the consensus would be, because I don't think colonies should require nothing, but I also don't want them to require a lot of stuff. If you made them require nothing to reproduce, then I'd probably be against that, because then you'd just need to set up a random biodome on a planet and use that to fill ships full of kerbals if you lacked an easy way to just hire more astronauts. Plus KSP2 has been confirmed to have a truckload of new resources, and it would be a shame if none went directly towards kerbals themselves. However I also don't want Kerbals to need oxygen, food, water, unobtanium, Mintium, and several other prerequisites to reproduce. That's just mad. I also don't want ships themselves to require any more than electricity for life support, but colonies definitely need something. I have no idea what kind of stuff they would need. Perhaps they need some sort of snack, but that would also raise the question as to why they don't always need snacks. The KSP2 devs have one big question ahead that they need to solve, and I hope they choose wisely. However, kerbals aren't just there for reproduction. Right? For the expenses of huge biodomes and kerbal-related infrastructure they need to have purposes more than making more kerbals and planting more flags. In KSP we have things like laboratories and surface samples, which are great and all, but a new variable has just been added to the game, one so big that kerbals may become obsolete: Bases. Currently automated bases have every bit as usefulness as colonized bases, except the making more kerbals part. From what I've seen so far kerbals don't work or build or help with bases at all, which I do not think is a good idea. I think engineer kerbals specifically should help with bases a lot. Let me show some ideas for one moment: Engineers: help speed up build processes of everything and improve resource mining Scientists: help speed up base R&D more (will elaborate in a future section) Pilots: ...wait, what should pilots do? And here's where a bajillion dollar idea struck me: we redo a bit of commnet stuff. Currently commnet would work for probes like this: if the connection to the KSC is good enough, you can control probes. BUT WHAT IF, instead of the KSC, you could also connect to pilots in spacecraft or at bases? Pilots would then have a use at bases obviously, as if you weren't easily able to connect to the KSC, you could always just connect to Duna Autopilot Base, aka DAB, and use that as your remote control. Bases with pilots could act as extra DSN stations! In addition, if a base had a scientist on board and an R&D lab or something, perhaps transmitting data can also go to that base instead of the KSC? Those are my ideas on the relations between Kerbals, Bases, and Colonies. III. Delivery and Automation I think, at some point, Star Theory confirmed the existence of delivery missions that can be run autonomously without interaction to some extent. I'd like to elaborate more on what my hopes and dreams for this system is. Core concept: a programming language. Whether it be a simple VPL like Scratch, or a more complex written language like Python or kOS, I'd love to see some way to give craft the ability to write, edit, and run code. An example would be slapping a Computato 3000 onto the side of a booster, and when it detaches, it will begin its script and boostback to land at the KSC. Alternatively it could be something more simple than even a VPL, where you select the pickup location, the dropoff location, and actions to complete at either side. A major issue I see with this is the physics range. Said booster would attempt to land on the KSC, from which the parent rocket is already tens of kilometers from. In KSP, the physics range is 2.5km(?). Sure, we can always increase it, but when is too much physics range? Is this a decent solution at all? Something that could be done is improving the non-physics warp, which they have confirmed they are doing to some extent, and have that also run the scripts and detect landings. They're already adding the ability for engine burns to be warpable, which means this could be the near future. For automation to function properly, they have 2 options: increase or make unlimited the physics range, or have advanced warp features. Or a combo of the two, as these aren't mutually exclusive features. Such additions could make MONUMENTAL changes for KSP as a whole, and I would elaborate further but my fingers are really killing me and ergo I shall cease typing. IV. Coming Soon Be sure to remind me to continue this every now and again, as otherwise I will forget.
  15. They've announced and demonstrated WAY better explosion graphics. Check out the dev logs, they're EPIC! as for terrain deformation, perhaps temporary smoldering ejecta type particles, but I don't personally think permanent terrain damage or deformation is the way to go
  16. A: Interesting idea. I say "probably not", because maglev stuff definitely seems very futuresque, and perhaps too advanced of an idea for Kerbals. With the addition of C, they'd also become obsolete, so I voted "not necessary". B: if the physics range is large enough, and parts can become sturdy enough, you literally can't prevent this type of thing from existing. People will build it even without specialized parts. It's a very Kerbal thing anyways, so I'd definitely say yes. C: Very Kerbal, very useful. Yet again with a high enough physics range and a decent enough automation system, you can build rails out of spacecraft or colony parts, and use motors and servos to roll the ship up to speed and launch it. Ergo similar to B.
  17. Perhaps for very very very late game, but I'm still very unsure about it at all. I'd love to see other groun-based launch assisting devices that can be built into colonies, like a runway that's actually a rail that hurls a rocket at an angle. Space elevators, while cool, eliminate the fun and Kerbally part of every mission that is getting off the ground. I only want Kerbally solutions to that problem, like the rail launcher I described-- space elevators seem almost too sensible and boring for KSP
  18. I'd love some sort of simple in-game editor, but it's not really that hard to make them and insert them externally. What I find hardest is scaling them properly, so what I vote for is some way to have flag resolutions universally supported instead of using the incredibly obscure and low resolution they require internally in KSP1.
  19. LittleBitMore

    Chess

    I did indeed mean E6. My original move was to E5, but I went back on me decision while writing the post. Sorry abut that. Your assumption was indeed correct. Bishop to B4. Check.
  20. Banned for missing profile picture.
  21. Depends on if the game engine is actually a combustion engine in disguise. Generally it isn't so it's unlikely you'll find one unless it's running a car game. What is Mystery Goo, really?
  22. 3/10. I've seen them around a little recently but I've been away from the forums for some time, so I don't know much about them. They seem cool though
  23. I have the "eye of the storm" metaphor, and ergo, as if it were magic, all is calm for but a few moments before the apocalypse continues, giving the humans time to prepare.
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