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ColdJ

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Posts posted by ColdJ

  1. 10 hours ago, Angel-125 said:

    June was about figuring out how the parts fit together, July was about figuring out the textures. Now it’s just a matter of replicating the techniques. I have some small tweaks to finish but things are finally shaping up.

    OJXNHmk.png
    c8uJrV6.png
    Work permiting, August will bring about the hull and deck parts. :)

    Those are some big tarpaulins.

  2. 16 hours ago, Dientus said:

    Standing there I can't help but wonder, am I not aggressive enough? I am so different now than I was just 20 years ago, but is it better or worse?

    If you have gained wisdom then you are better. Aggression rarely works out well.

  3. 4 minutes ago, kerbiloid said:

    Compare to Pratchett's

    https://wiki.lspace.org/mediawiki/Wee_Mad_Arthur

    Despite of his shrunk size (can fit on a bird's back), has a kick strength of an strong man (and uses that often).
    Eats per year as much as a normal guard per  week (but drinks per week as much as a normal guard per year). 

    Never could get into The Terry Pratchett books, though strangely I like the tele movies. That person is in a magic world. In a physics world it is either space between atoms or the adding and subtraction of matter.

  4. 2 hours ago, Dientus said:

    This because in the real world there are guidance systems. I was actually thinking of accidental base destruction due to just being Kerbal. That's alot of explosive rocket fuel coming in hot if a mistake is made. :grin:

     

    I see the adding of a "Self Destruct Button" to blow a ship up before it can accidentally take out a base is going to become a thing.

    2 hours ago, Black Dog said:

    If one piece of shrapnel can't hit a moving target, how about 20.000 of them *crying from Processor*

    “Space,” it says, “is big. Really big. You just won’t believe how vastly hugely mindboggingly big it is. I mean you may think it’s a long way down the road to the chemist, but that’s just peanuts to space. Listen …” and so on.

    Fighting in space by throwing small solid objects is like the part not far into Pulp Fiction, where the young bloke comes out firing point blank and misses the hit men with every shot. You could spray a million slugs and still miss every time. The only reason we make it to other planets and moons in KSP is because they have steady, predictable orbits. Now imagine the planet was actively dodging you.

  5. Aaah, but a fan can turn and a steering wheel can spin.

    Round
    Like a circle in a spiral
    Like a wheel within a wheel
    Never ending or beginning
    On an ever spinning reel
    Like a snowball down a mountain
    Or a carnival balloon
    Like a carousel that's turning
    Running rings around the moon

    Like a clock whose hands are sweeping
    Past the minutes of it's face
    And the world is like an apple
    Whirling silently in space
    Like the circles that you find
    In the windmills of your mind !

    Like a tunnel that you follow
    To a tunnel of it's own
    Down a hollow to a cavern
    Where the sun has never shone,
    Like a door that keeps revolving
    In a half forgotten dream,
    Or the ripples from a pebble
    Someone tosses in a stream

    Like a clock whose hands are sweeping ....

    Keys that jingle in your pocket
    Words that jangle in your head
    Why did summer go so quickly ?
    Was it something that you said ?
    Lovers walk along a shore
    And leave their footprints in the sand


    Is the sound of distant drumming
    Just the fingers of your hand ?
    Pictures hanging in a hallway
    And the fragment of this song
    Half remembered names and faces
    But to whom do they belong ?

    He: when you knew
    That it was over
    You were suddenly aware
    That the autumn leaves were turning
    To the color
    Of her hair !

    She: when you knew
    That it was over
    In the autumn of goodbyes
    For a moment
    You could not recall the color
    Of his eyes !

    Like a circle in a spiral
    Like a wheel within a wheel
    Never ending or beginning
    On an ever spinning reel

    As the images unwind
    Like the circles
    That you find
    In the windmills of your mind !

    So what was that about?

  6. 1 hour ago, Dientus said:

    I can see it now, playing with @ColdJ  or @Caerfinon  and as I set up my first Duna base... Wait, what is that on the horizon? Oh no! BOOM :grin:

    First, who is buying me a dedicated LAN line to play this on. 2nd I would be on@Dientus and @Caerfinon's side. Not fighting my friends. 3rd I'd would find a way to have a Deathstar laser with an 8 light minute range, that would vapourise anybody who attempted hostile action towards us. 4thly: When using real world physics, space battles or invasions are nearly impossible to do. You think docking is hard? Try hitting a moving target in a 3 dimensional space that is 20 km away. There are plenty of space battle sims. KSP is rightly not designed to be one. It is about innovation and cooperation. If we have multiplayer then it should be people working as teams to build massive and wonderous things. If you want rivalry then have competions to see who can complete challenges or builds in the most epic way possible.

  7. Does no one worry that the Antman movies kept mixing up the 2 sorts of ways to shrink and grow?

    If you are more dense and strong when you shrink then you should still weigh the same but in a smaller area, and when you grow much larger you should weigh the same but over a much wider area and so should much weaker and be almost balloon like. Or if it is the remove matter to shrink and add matter to grow version, then should be light and weak when shrunk and heavy and strong when grow.

  8. I am pretty sure that I have only changed the light unit on the PackRat rover. So

    GameData\UmbraSpaceIndustries\ExpPack\PackRat\PackParts\PackRat_Front.cfg

    Copy and paste over the contents.

    Spoiler

    PART
    {
    name = PackRat_Front
    module = Part
    author = RoverDude, ColdJ

    MODEL
    {
    model = UmbraSpaceIndustries/ExpPack/PackRat/PackParts/PackRat_Front
    scale = 1.1,1.1,1.1
    }
    rescaleFactor = 1

    TechRequired = fieldScience
    entryCost = 3100

    cost = 300
    category = Utility
    subcategory = 0
    title = #LOC_USI_PackRat_Front_title
    manufacturer = Umbra Space Industries
    description = #LOC_USI_PackRat_Front_description

    node_stack_core01 = 0,.1,-.9,0,0,1,0  //-.85

    attachRules = 1,0,1,1,0
    CoMOffset = 0,-0.75,0
    mass = 0.375

    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 1
    maxTemp = 3600
    bulkheadProfiles = size0

    crashTolerance = 20
    breakingForce = 20
    breakingTorque = 20

    tags = cck-rovers rover car light pack rat

        RESOURCE
        {
         name = ElectricCharge
         amount = 200
        maxAmount = 200
        }
        MODULE
        {
            name = ModuleAnimateGeneric
            animationName = Lights
            layer = 9
            startEventGUIName = Head Lights ON
            endEventGUIName = Head Lights OFF
            actionGUIName = Toggle Head Lights
            defaultActionGroup = Light
        }
        MODULE:NEEDS[KIS]
        {
            name = ModuleKISItem
            equipSlot = Back Pocket
            carriable = true
            editorItemsCategory = false
            volumeOverride = 250
        }


    }

     

     

    This creates a Kerbal carryable cargo part that can be added or removed and moved, inflatable under water wreck recovery float bag. A Kerbal has to not be carrying anything else in their inventory to have it in theirs. But of course can move it about outside the inventory in build mode. Dive to a wreck, weld some of these on and manually inflate to lift the wreck up. It will stack 4 in a ship inventory slot.

    GameData\UmbraSpaceIndustries\SrvPack\Floats\  create this  USI_Float_05Recover.cfg

    copy and paste in and save.
     

    Spoiler

    PART
    {
    // --- general parameters ---
    name = USI_Radial_Float_SmRecover
    module = Part
    author = RoverDude, ColdJ

    MODEL
    {
        model = UmbraSpaceIndustries/SrvPack/Floats/USI_Float01
        scale = .5,.5,.5
    }

    rescaleFactor = 1


    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, size
    node_attach = 0.0, 0.0, 0, 0, 0, -1, 2

    // --- FX definitions ---

    // --- editor parameters ---
    TechRequired = survivability
    entryCost = 5000
    cost = 250
    category = Utility
    subcategory = 0
    title = Wreck Recovery Inflatable
    description = Attach this bag to a wreck and inflate to help lift it up.

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,1,0,0,0
    tags = umbra float
    // --- standard part parameters ---
    mass = 0.05
    dragModelType = default
    angularDrag = .25
    crashTolerance = 250
    maxTemp = 3400
    bulkheadProfiles = srf
    maximum_drag = .25
    minimum_drag = .15
    CoMOffset = 0,0,0
    breakingForce = 500
    breakingTorque = 500
        //MODULE
        {
            name = FSbuoyancy
            buoyancyForce = 0.0 // the force applied to lift the part, scaled by depth according to buoyancyRange
            buoyancyRange = 1.0 // the max depth at which the buoyancy will be scaled up. at this depth, the force applied is equal to buyoancyForce. At 0 depth, the force is 0
            buoyancyVerticalOffset = 0.25 // how high the part rides on the water in meters. Not a position offset inside the part. This will be applied in the global axis regardless of part rotation. Think iceberg/styrofoam.
            maxVerticalSpeed = 0.2 // the max speed vertical speed at which there will be a liftng force applied. Reduces bobbing.
            dragInWater = 1.5 // when in water, apply drag to slow the craft down. Stock drag is 3.
        debugMode = False // enables buoyancy control context menus
        waterImpactTolerance = 250 // For sea planes, any part in the water during take off should have a resistance high enough to withstand take off speeds.
        splashFXEnabled = False // on by default, creates splashes even deep under water currently...
        }
        
        //MODULE
        {
            name = FloaterModule
            FireSpitterBuoyancyFieldName = buoyancyForce
            FireSpitterBuoyancyModuleName = FSbuoyancy        
            deployAnimationName = Deploy
            deployAnimationSpeed = -1.0            //animation shows float deflating, so speed needs to be reversed
            buoyancyWhenDeployed = 100.0        //in-game adjustable buyoancy %
            buoyancyWhenStowed = 0.0
            maxBuoyancy = 25.0                
            pumpPower = 100.0
        }
        MODULE
        {
            name = ModuleAnimateGeneric
            animationName = Deploy
            layer = 9
            startEventGUIName = Inflate
            endEventGUIName = Deflate
            actionGUIName = Toggle Flation
        }
        MODULE
        {
            name = ModuleCargoPart
            packedVolume = 30
            stackableQuantity = 4
        }
    }

     

  9. C:\KSP1.12.1\Kerbal Space Program\GameData\UmbraSpaceIndustries\ExpPack\HERP\parts\HERP_POD.cfg

    Copy and paste over the contents.

    Spoiler

    PART
    {
    // --- general parameters ---
        MODEL
        {
            model = UmbraSpaceIndustries/ExpPack/HERP/assets/HERP_POD
        }
    name = HERP_Pod
    module = Part
    author = RoverDude

    // --- asset parameters ---

    rescaleFactor = 1.0

    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
    node_stack_bottom = 0, -0.53, 0, 0.0, -1.0, 0.0, 0


    // --- editor parameters ---
    TechRequired = precisionEngineering
    entryCost = 6800
    cost = 1500
    category = Pods
    subcategory = 0
    title = #LOC_USI_HERP_Pod_title
    manufacturer = Umbra Space Industries
    description = #LOC_USI_HERP_Pod_description
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,1,0

    // --- standard part parameters ---
    mass = 0.15
    dragModelType = default
    maximum_drag = 0.20
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 12
    maxTemp = 3400
    bulkheadProfiles = size0

    vesselType = Lander

    // --- internal setup ---
    CrewCapacity = 1

        INTERNAL
        {
              name = HERPInternal
        }

        MODULE
        {
            name = ModuleCommand
            minimumCrew = 1
        }

        RESOURCE
        {
            name = ElectricCharge
            amount = 10
            maxAmount = 10    
        }
        MODULE
        {
            name = ModuleSAS
        }

        MODULE
        {
            name = ModuleReactionWheel
            PitchTorque = .3
            YawTorque = .3
            RollTorque = .3
            RESOURCE
            {
                name = ElectricCharge
                rate = 0.03
            }
        }
        MODULE
        {
            name = ModuleScienceExperiment    
            experimentID = crewReport
            experimentActionName = Crew Report
            resetActionName = Discard Crew Report
            reviewActionName = Review Report
            useStaging = False    
            useActionGroups = True
            hideUIwhenUnavailable = True    
            rerunnable = True
            xmitDataScalar = 1.0
        }
        MODULE
        {
            name = ModuleScienceContainer
            reviewActionName = Review Stored Data
            storeActionName = Store Experiments
            evaOnlyStorage = True
            storageRange = 1.3
        }
        MODULE
        {
            name = ModuleAnimateGeneric
            animationName = Lights
            layer = 9
            startEventGUIName = Head Lights ON
            endEventGUIName = Head Lights OFF
            actionGUIName = Toggle Head Lights
            defaultActionGroup = Light
        }
        //MODULE
        {
            name = ModuleColorChanger
            shaderProperty = _EmissiveColor
            animRate = 0.8
            animState = false
            useRate = true
            toggleInEditor = true
            toggleInFlight = true
            toggleInFlight = true
            unfocusedRange = 5
            toggleName = #autoLOC_502011 //#autoLOC_502011 = Toggle Lights
            eventOnName = #autoLOC_6001409     //#autoLOC_6001409 = Lights On
            eventOffName = #autoLOC_6001408     //#autoLOC_6001408 = Lights Off
            toggleAction = True
            defaultActionGroup = Light
            redCurve
            {
                key = 0 0 0 3
                key = 1 1 0 0
            }
            greenCurve
            {
                key = 0 0 0 1
                key = 1 1 1 0
            }
            blueCurve
            {
                key = 0 0 0 0
                key = 1 0.7 1.5 0
            }
            alphaCurve
            {
                key = 0 1
            }
        }

    }

     

    I haven't been adding inventory slots to these small pods, but If you want one just add the following module into the config.

     

        MODULE
        {
            name = ModuleInventoryPart        
            InventorySlots = 1
        }

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