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PicoSpace

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  • About me
    Youtuber looking 4 mods for improved Kerbalcide...
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  1. Option 3: See if you can get together a bit of funding to give to modders who are doing configs to prioritize your request (or support their pateron for the planet modders).
  2. Various suits that are "inspired" by Sci-fi and my own creations (Red, DarkGreen, Blue/Orange kind of examples below) within what is possible for Kerbal. I also want to do a "crash test dummy" suit for when you send Kerbals on missions you expect there to be impacts in. Some additional Slim Suit Colours as well, give that catagory is extremely lacking at the moment.
  3. There are a lot of things that need to be "tweaked" in this pack, because there are a lot of things this does... For Kerbalism section, everything there should be either: A - A seperate pack from the CCK & VABO stuff B - :NEEDS[Kerbalism] because there is no hard dependancy link for CKAN and I can see a lot of people installing this in error because they really want the other stuff this mod does which is a lot! Example: Not everything that has a "wing" is a plane, sometimes those wings are on rockets to help stabilize their launch (or WHY ARE ALL MY ROCKETS NOW PLANES?). This seems to overide anything else. @PART[*]:HAS[~vesselType,@VABORGANIZER:HAS[#organizerSubcategory[wings]]]:AFTER[zzzzVABoPrunes] { vesselType = Plane //@description ^= :$: <br><#566a66>It's a plane!</color> } Also a typo on the last part adjustment for rovers @PART[*]:HAS[~vesselType,@VABORGANIZER:HAS[#organizerSubcategory[legs]]]:AFTER[zzzzVABoPrunes] { vesselType = Lander //@description ^= :$: <br><#566a66>It's a plane!</color> }
  4. Caerfinon's Suits, Sunk Works (Scuba), Space X suits, GreenKerbs, Kerbalized Suits, Partly Colored Suits, KSP Artemis Suit, Shuttle Eva Suit by Mr.Earth i'm also working on a suit pack, likely April timeframe as I'm also working on some heads as well.
  5. I'll add to this list if I may, image data is MASSIVE so if your telescope has a solid connection with Kerbin and is in Low Kerbin orbit (or heck, is on the planet itself... Research Bodies does this) then you can quickly transmit data. However if you are farther away (doesn't take much) then or imaging megapixels of data, transmission times etc get massive. That's something most/all telescope mods don't cover these days, the amount of "nits" would be 1M times more than a simple temperature scan so expect to need to transmit for a while or require a lot of EC for transmission. Also, consider Kerbalism configs where radiation damages the sensor over time as well, because that would be cool.
  6. So there are some telescope mods already out there, if you are doing this I'd strongly suggest you consider patching/supporting them to support your mod so you don't spend hours remaking telescope models (unless you want to) and instead focus on making your coding. Plus, this mod sounds like a different take on Research Bodies, where you need to scan planets and spend science to "unlock" them in terms of orbits and information; although it sounds like your implenetation is more appealing it might be worth a look see at how they did it. This does sound like a neat project so if you need/want some testing help, give me a poke! -Tasier Space Technologies Lost of telescopes in this one! - Spacedust Allows you to see resources in low orbit which can be mined by space-only craft, its a hard dependancy for Far Future Technologies. Has a Hubble-like telescope - CactEye-2 Orbital Telescopes Refocused You want telescopes and the ability to image and scan planets? This is the current reining mod for that. Several telescopes and other mods also support some of its functions. - James Webb for Kerbal The highest quality James Webb Telescope Model -HullCamVDS Continued Primarily cameras but they can also be used as "telescopes" if you get close enough to your target! -Neptune Camera Basic Camera for Soviet Era re-creations There are others as well, even a few parts in various packs that are "telescopes" or cameras.
  7. Could it not be we only target objects that have intake requirements for their fuels? @PART[*]:HAS[@MODULE[ModuleEngines*],@RESOURCE[*Intake*]] { @MODEL[ModuleEVARepairs] { @MTBF *= 10 } } Also it would be nice if parts that are broken were highlighted "red" as I've seen in other repair mods to help identify them. And (because I'm here) it would be *cool* if parts that failed had a 1/20 chance of a critical failure and were unrepairable, or required an expert repair (level 5 engineer and 3 repair kits).
  8. Still in development, only reason I haven't added it to my main build is I don't want things "broken" later on because of changes.
  9. Submitted a suggestion in the suggestion link (survey). Let me know your thoughts as its not 100% OPX but related.
  10. Some Smaller Objects in MPE etc are HourGlass Shaped Might also consider Volcanic Icon (Planet with a Volcano on the top).
  11. Thats some serious upgrades! Hopefully this comes out soon, if you need a tester... let me know!
  12. Suggestion: Since we are looking at a PBR solution, is there a way to have parts change their settings mod-flight? im thinking burn marks (darkening) or roughness shift (wear) when parts get heated through decent re-entry (or various damage mods… stretch goal?). That way it visually shows flight tested equipment, and if it can work with scrapyard it would make reusing parts more authentic.
  13. Suggestion: make an array of LARGE satellite dishes between Kerbal and the mountains i know another KSC mod does this as well, but it looks good and gives you some large objects to test fly around when testing aircraft.
  14. Cool mod, I’ll check it out!
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