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colmo

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Everything posted by colmo

  1. Created, on the fly, every time, as opposed to generated from a seed (and so the same every time)? Yup, barking. Volumetric forest, rivers, lakes, though....
  2. There were at least two procedural cities in development a few months back. http://forum.kerbalspaceprogram.com/threads/50473-PLUGIN-0-21-x-ALPHA-Kerbopolis-Procedurally-Generated-Cities Ah, this one is rbray's http://forum.kerbalspaceprogram.com/threads/49982-Kerbin-Real-Estate-Procedural-Cities
  3. The rogue intake has been spotted at last, I see :-) I'd like one particular part - a modified Mk1-Mk2 adapter with integrated intakes either side. The ultimate would be if they animated when opened/closed, as I'd imagine you'd want them closed and flush to the fuselage for reentry. I was going to build a VTOL using the KAX VTOL engines and landing gear inside your cargo bays mounted upside down - they aren't symmetrical top to bottom though. Still doable, but would have the heat shield on the top.
  4. I'm stoked by the procedural props - they may well be the first procedural engine in the game. You mentioned different engines - I know this is an idea DYJ and TouhouTorpedo have had for a long time, where an engine produces a torque resource which is then used by a prop, wheel or whatever. I like the possibilities this introduces for an earlier, more incremental, in-atmosphere career progression. Edit: now I'm thinking about relationship of torque and RPM, and how you'd model it this way without getting too complicated...
  5. INTP, and unambiguously so according to every test I've done. I fully expect KSP players to be overwhelmingly *NT*. Early results also indicate bias towards introversion.
  6. TNG: Best, superb cast and well written. Very few dud episodes, and some all-time great TV e.g. The Measure of a Man. DS9: Some great, gritty stuff once the cast found their feet, but finished badly. S5 was it's peak iirc. TOS: Haven't seen enough of, some great movies though (the even ones) Voyager: Tried to follow on from TNG but simply didn't have the cast or scripts. Had its moments but too much mediocrity. Some characters never got anything to do. Best character by a mile was the Doctor - all eps featuring him as lead are worth watching. Enterprise: Started tamely and never got any better. Ended up ripping off other ST stories and even movies. So much stuff they could have done about birth if federation with the races already known without that temporal nonsense. Scott Bacula was hammier than a pig farm.
  7. I can assure that there are many adults twice your age that do not write English as a first language as well as you do as a third. Congratulations!
  8. Agreed with balancing the benefit of continuous science with the cost of Kerbal life support and supplies. Ideally there should be crew rotation and physical data return also. In addition to Dmagic, there's the Beastly Science Scoop-o-matic automated sampler.
  9. It does...sometimes. The usual result is the ship inverting itself and crashing into the launchpad, or else not compensating enough and arcing low over the ground to crash a kilometre away. It's not quite the magic box of tricks the thrust balancing mods are (it's always best to have the thrust vector pointed retrograde!). My expectations were perhaps too high.
  10. Interstellar is not a mod you add to an install to spice things up. It's a mod you build everything else around - it impacts so much of the way you play the game, and adds so much content, you have to do it that way, or else it becomes clutter.
  11. I appear to be missing something - the gimbal doesn't appear able to keep things remotely stable. It might be the rough spaceplane + booster I threw together to test. Does the craft have to be nearly balanced to have a hope?
  12. Just tried this cockpit in an electric biplane. In IVA, with RPM and the KerbQuake mod, plus a HOTAS joystick, it's as good as a flight sim! It's not pretty on the outside, but it's fantastic on the inside, and I really appreciate it's stockalike appearance.
  13. I was musing about how we could mod asteroids to be more cataclysmic: http://forum.kerbalspaceprogram.com/threads/77870-Exploding-Asteroids-how-would-we-do-it?p=1119601 I sense you're thinking more about their behaviour in space, so the Custom Asteroids mod is of interest. http://forum.kerbalspaceprogram.com/threads/76402-Plugin-WIP-0-23-5-Custom-Asteroids-0-2-0-Now-with-100-more-Trojans!
  14. Quite. Good response to a slippery slope logical fallacy. Most people use such tools to automate manoeuvres they've mastered already. I'm a fan of earning such advanced guidance tools.
  15. I'm trying to find a mod that produces shrapnel. Is there any thought on a bomb that sends a spray of shrapnel, basically parts spawned on explosion with velocity and direction imparted by the blast, for this mod? Thinking of it for exploding asteroids: http://forum.kerbalspaceprogram.com/threads/77870-Exploding-Asteroids-how-would-we-do-it
  16. It's annoying, but there's always IVA. Given the options now available thanks to RPM etc., that's not something I mind much. Flying with a stick makes IVA flight much nicer.
  17. A small point, both kinds of landing gear prototyped in this thread have been made by BobCat.
  18. I made a suggestion to incorporate this functionality as an unlockable research achievement. The same would apply to your mod. Also interested how the two mods interact? http://forum.kerbalspaceprogram.com/threads/77710-0-23-5-Gimbal-Auto-Trim-1-0-%28April-24%29?p=1117342#post1117342 +1.
  19. Shuttles with stock engines - nice! I wonder how this plays with the mod that balances thrust from multiple engines to do the same thing? (Edit: there are at least two, by Davon and qfeys) From a gameplay POV, making this an unlockable feature (say, by researching Advanced Aeronautics) would be very nice, and give a real incentive to unlock the aeronautical science nodes that currently don't have much going for them in Career mode.
  20. I'm picturing all sorts of little carryable rigs like theodolites, cameras on tripods, weather stations and so forth, which can be setup on the ground for use or operated while being carried (depending on what they do). Talk to Dmagic. This is exactly the sort of stuff you're after. http://forum.kerbalspaceprogram.com/threads/64972-DMagic-Orbital-Science-New-Science-Parts-V0-4-%281-11-14%29
  21. There's no harm having a second set of eyes scan your work, as the last post demonstrates (yep, you repeated a whole sentence :-D). I doubt a real service module would use radioactive material (residents of Australia and South Pacific may object to that burning up over their heads), but it's a convenient abstraction. If anyone wants to do a proper fuel cell, the Universal Storage mod is up their street. One thing that might be useful is some sort of mod part equivalence diagram, to give people an idea of what they can delete, safe in the knowledge they have a ready-made procedural replacement. For me, this cut a swathe through the hexcan hell of EPL, and Kethane and Interstellar tanks are under threat, though their pretty models have given them a stay of execution. I'd need to go through it in detail and make a list, but detail-oriented work like that really isn't my forte...
  22. I gave it a try and it works as is. I note Kerbin Engineer has no idea how to work out dV with it - it registers as a blank. A very handy part in keeping with the ethos of procedural parts, reducing inventory and part count. Not sure about the RTG functionality, don't see it in the cfg.
  23. I'm trying to figure out what the mod "KSP Add-on" is? It's a procedural service module from the cfgs, does it require a separate download?
  24. That's pretty much exactly why I'd want to change it. It would mean thinks like recycling spent stages using chutes for Mission Controller, dropping payloads out of planes, and even rendezvous with airships becomes more viable. It would also mean impactor asteroids don't simply vanish or pass through Kerbin. The idea of watching an asteroid blaze through the sky from the ground is appealing!
  25. Is there ongoing work on the models? I had a look at the mod, but the rough quality (aside from the 2nd and folding launchpads, the improved ore detector, and the 3D printer) and the many, many duplicate items of different sizes (hexcans everywhere!) led to a swift deletion. The Procedural parts (StretchySRB cont.) mod would be an ideal solution - would just need to add the various resources and a new texture to the existing parts, and being procedural, slashes the clutter. Edit: It's already been done! http://forum.kerbalspaceprogram.com/threads/75761-WIP-%280-23-5%29-Procedural-Parts-mod-compatibility-extra-tanks I agree some documentation and/or tutorials in video or screenshot form would be really helpful. I'd actually start with a flow chart, showing what the inputs and outputs of different parts are.
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