CptRichardson
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Everything posted by CptRichardson
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Taking from Porkjet and his Inflatable Habitat pack( http://forum.kerbalspaceprogram.com/threads/64442-0-23-5-Habitat-Pack-v0-4 ), I'm looking for help in developing a set of station parts/trusses/whatever that can fit within the cargobay module of a Mk2 fuselage. The intent being to create station designs that can be solely carted up via the Mk2 class of parts, to include Habitat Modules in several sizes, short/long trusses that may/may not be designed to extend, a science bay, and some other parts if someone is willing to go that far to help. The intent of this is to fill a long-lacking gap within the KSP part spectrum and to provide assistance in developing design concepts as well as a good deal of the coding if anyone is willing to take me up in making this class of part.
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You could drop an orion drive on it...
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Thoughts on Virgin galactic and spaceshiptwo
CptRichardson replied to montyben101's topic in Science & Spaceflight
I'd actually give a damn about them if they had managed to get something launched since 2006. But they haven't, and I'm increasingly coming to doubt that they will launch something again. -
What would you want in the next update (0.90)?
CptRichardson replied to EvilotionCR2's topic in KSP1 Discussion
The additional spaceplane parts Porkjet was/is working on, Kolonization, borrowing Karbonite to serve as a simplified optional resource system. Moar Science. And Boosters. -
Did anyone else notice this in the .25 video squad released?
CptRichardson replied to DerpenWolf's topic in KSP1 Discussion
We've known about this for some time, since they first showed the cockpit. -
Why exactly would we need an expanded version of the building construction/reconstruction tech? Especially in combination with expanding the biomes? Add in maybe coming up with buying Karbonite, and they have a simplified resource system to make Kolonization worthwhile, and everything comes together, and probably brings it close to feature complete.
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When the youtube version of the video they put out yesterday is up, I'll timestamp link it. They talk about how the reconstruction feature is the foundations for the much larger .26 secret feature. Add in biomes on all planets, and it becomes absolutely clear exactly what they're up to, not that it's a bad thing at all. After all, kolonizing Laythe would be the ultimate endgame.
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Of course not, since you guys accidentally leaked that the .26 main feature is an outgrowth of the reconstruction system at the KSC. You're working on Kolonization.
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Who are the funniest KSP players on Youtube?
CptRichardson replied to SiliconPyro's topic in KSP1 Discussion
Manley can be funny, too. Though in a british dry humor. "And now my everything is on fire. Great. Who let Jebidiah play with matches again?" -
Actually, I am pretty sure that we're going to get some form of Kolonization in .26, given that part of the building destruction mechanic is rebuilding buildings and that the .26 massive new feature with insane amounts of art development is said to build off of the base of .25. It's a fairly logical conclusion that would be a major upgrade to the game that would allow squad to partially implement their resource mechanic that they couldn't quite make work, and provides a nice end-game with lots of stuff to add to the game.
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Well, we know that some part of this has to do with the secret feature for .26 And, we know that .26 is the largest art feature they have yet put in, which suggests that between destructable and reconstructable buildings that the .26 feature may be kolonization.
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Squad has likely already made such a modified part from his pack for .25.
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So, crew training, crazy cloning, or space tourists it is, then! Or Kerbal Customization! It's a legitimate possibility!
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Hmmm.... Kerbal training? Complete with a death course to increase bravery/award the badass flag to kerbal's personnel files? I think I have it! Space Tourists, who are uncontrolled and can ride on your flights and do random things! You can get them occasionally in contracts, but going through the secret feature allows you to pick them up at will for lots of money!
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Working on a concept design for a cargo tanker/Karbonite gathering version of the craft. Two/Three Rings, one crew quarter module, two engineering hulls (one facing forwards, one facing aft), pod of course, fill up the truss system with empty Karbonite tanks, and fit an atmospheric/free floating karbonite gathering system or two facing forward, with 4 auxilury karbonite engines aft for some spare delta v. Should prove to be useful.
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Well, the thing is, I have a lot of problems getting anything other than your parts to actually work with your truss system. I've been fighting the 2.5 meter xenon tanks from NFP to try and get them to slot into the system, and they don't play nice. Nor do a few other parts meant to fit to 2.5 meter nodes. Your parts work nearly perfectly most of the time, though I still have some issues with them mysteriously not wanting to go on, but anything else is like... I dunno, trying to fit Jeremy Clarkson into a two-person smart car and expecting him to like it. Addendum: I wasn't talking about separate lights, but integrated ones ala Trek.
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Further notes on the design and ways to improve the stock version: Thrust does not drop off when you run out of battery power. You would figure that it would properly model running on just the power output of the main reactor instead of supplimental battery power, but it doesn't seem to. Doesn't seem to be any CLS support. Could there be an option to temporarily switch reactants? Like say, going to LOX or Karbonite if you have fuel stocks of either aboard for temporary more power (up to lots) at the expense of more power drain as the engine compensates for the different fuel mix? Having optional modules for hauling mass loads of Snacks, Water, and air out to remote colonies would be nice, as would be a Universal Storage modifed module for the main hull, but not entirely necessary. Heck, a cargo bay module in general would be pretty nice. SOUND. I don't care if it's not realistic, but having the impulse drive sounds from ST:II would be badass for this thing when the stock version is throttled up. LIGHTS! Running lights, plz? And from playing around with the volume of the stock xenon canisters and comparing them to your warp rings, you can safely add a zero to the end of your xenon amounts per ring and still fit plausibility. I mean, if you decide to do nothing else with this mod, it's fine, but I can think of bunches of ways to turn this into THE iconic end-game craft pack.
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The water could freeze.
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Of the mark 2 part series.
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Now obsolete because Squad slightly altered the Geo to be symmetrical.
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Idea: Modified Saucer/Command pod that deletes most of the EVA staging area/probe hangar in favor of a much smaller EVA/tool storage bin to allow for a 4 man crew with life support, and adding a Karbonite collector part. The idea being for a long-term collection of near-space Karbonite in orbit of Jool, or a Karbonite tanker to haul it back/out at higher speeds than conventional resupply. This could also be repurposed with a general life support module addition to replace one of the outboard pods, to transfer into an orbital spacecraft to return to a planetary surface like Duna, Laythe, or other location.