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KSP2 Release Notes
Posts posted by ColdJ
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10 hours ago, Angel-125 said:
Those are some big tarpaulins.
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I am starting to get quite confused.
By some of the rhymes you have used.
You'll see at the start.
The rules for this art.
To help get the readers amused.
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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.
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One thousand yes's to balance all the no's.
@SpaceX_Boi Hello.
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Howee.
Howyou?
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Waiter: Sorry they are back in the very first post on this thread.
Customer: Waiter, there is a PotatoRoid in my soup.
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Cut it off and pop it in a pot.
Ever heard of the Van Buran project?
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Nope, he is asleep with his face in a bowl of soup.
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Because it rated well.
Has anyone ever seen a politician do a back flip?
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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.
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Granted. But there is a mistake and you get Calvin and Garfield instead.
I wish that I could still play all my games but have them look as pretty as the pics Lemon Cup put up in WDYDIKSPT.
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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.
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.
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When you see Billionaires going to the edge of space and go, "Ha, that's nothing compared to where I've been."
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Waiter: It is Scottish soup and please don't call me Michael.
Customer: Waiter, there is Goldie Hawn in my soup.
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Granted. Now all technology is Alien to you.
I wish to understand that which I do not.
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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?
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Where has all the effort gone?
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10/10
He is a righteous dude.
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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
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.
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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.
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Beef and veggie for me thanks.
Sorry @BuranAce, I was off twisting parts to my will.
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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.
SpoilerPART
{
name = PackRat_Front
module = Part
author = RoverDude, ColdJMODEL
{
model = UmbraSpaceIndustries/ExpPack/PackRat/PackParts/PackRat_Front
scale = 1.1,1.1,1.1
}
rescaleFactor = 1TechRequired = fieldScience
entryCost = 3100cost = 300
category = Utility
subcategory = 0
title = #LOC_USI_PackRat_Front_title
manufacturer = Umbra Space Industries
description = #LOC_USI_PackRat_Front_descriptionnode_stack_core01 = 0,.1,-.9,0,0,1,0 //-.85
attachRules = 1,0,1,1,0
CoMOffset = 0,-0.75,0
mass = 0.375dragModelType = default
maximum_drag = 0.3
minimum_drag = 0.2
angularDrag = 1
maxTemp = 3600
bulkheadProfiles = size0crashTolerance = 20
breakingForce = 20
breakingTorque = 20tags = 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.
SpoilerPART
{
// --- general parameters ---
name = USI_Radial_Float_SmRecover
module = Part
author = RoverDude, ColdJMODEL
{
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
}
} -
C:\KSP1.12.1\Kerbal Space Program\GameData\UmbraSpaceIndustries\ExpPack\HERP\parts\HERP_POD.cfg
Copy and paste over the contents.
SpoilerPART
{
// --- 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 = size0vesselType = Lander
// --- internal setup ---
CrewCapacity = 1INTERNAL
{
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
}
Make a wish... and have it horribly corrupted!
in Forum Games!
Posted
Granted. You are now lost in a Maze singing @kerbiloid.
I wish to be so fast that the world stands still.