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cbroughton

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    Rocketeer

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  1. Oh, by the way; if anyone here does have TeamSpeak3 I run a few servers; so if you want to get together and talk...
  2. My repository sa it is right now, has the following features complete or in the works / planned: - Author ability to register and post their own addons without required activation, however their account or 'posting rights' need to be activated (happens upon their first addon being posted). - Guests can post addons, but they will have no 'guarenteed' attribution, and will be considered modified GPL in license, meaning other people could re-release them with their own attributions, as long as the original repository URL was in their distribution in some form (either post or readme, etc) - Simple forum bridge (alpha stages), authors being existing user accounts on either XenForo, or Simple Machines Forum (this one for example), and a reference table in MySQL that would handle which accounts were activated authors, etc. - The ability to rate and comment on addons. (disqus ? I'm not sure yet.) If it's not disqus, then I will make the comment number accessible from within the styling variables of Xenforo and SMF as well, so you could show 'X repo comments' next to the post count or something. The posting system seems to look like this, as in, addons have the following user-entry information: - Addon / Project Name - Author(s) (CSV list, each one can be an account. Doesn't need to include yourself. Each account listed will have equal access to managing the listing in the future, such as changing the information about it, viewing the stats... etc) - Short Description (255 char limit, simple short description shown in search results.) - Long Description (~65534 char limit, can be used to store addon description, change log, and other things. 'light' HTML-enabled (no javascript or malicious intentions, but allowed styling) - Version Manager (Allows the contributors to upload and name versions (ie: v4.0rc3), each version will be an individual copy of the files, and can be listed in the changelog or wherever else in your long description. - OPTIONS: -- Automatically generate changelog? (generates changelog based on file changes from the version manager.) -- Download Display Method [dropdown] (choose where the downloads are shown for your addon, if there's a dropdown with a version and a download button in the top right (default), or if you want only the current version shown and an 'Older Versions' button, or somehting) -- (more to come) What do you guys think so far?
  3. I both did not anticipate so much hate-trolling, and didn't bother thinking through the whole 'fuel compression' bit. I've read the above posts, and while it seems like elitism to me; they do make great points. Sure, the fuel cannot be stored under compression in liquid form, but why would you store the fuel in liquid form? The only thing a liquid fuel engine requires is that the fuel be liquid before it gets to the engine, not that the fuel actually be stored in a liquid.Another great point is the heat in space, or lack there of. What is the ambient temperature of space exactly? Because I'm sure that too would increase the density of most liquids, even though liquids are technically 'compressible'. You'd still save... ~5% or something? Just a guess, but I remember from science classes that when a substance loses energy, its molecules stop repulsing each other as strongly; and hence would be 'compressed' to a definition. -- I don't claim to be a PHD in anything, I only have basic university level courses, everything else is still high school level; including math and science. So don't take my posts as fact, and don't think for a second that this is how I want them interpreted. Also, if you compare my fuel values on liquid engines in the cfg to the originals, you will notice that mine are hardly compressed any more than the originals.
  4. Version 4 has been posted, readme is now in the post.
  5. Added. I'm almost done the repository site, just deliberating if I want people to register to post addons or not; I think it would make sense for authors to register, so I can notify them of statistics and stuff regarding their addons.
  6. Uploaded an example rocket so people can see that this pack is not too impossible to use. I managed to get that small non-complex rocket up to 42,000 meters and still land.
  7. That's a blog, I'm talking about an actual directory. Integrated login, proper author edit pages... etc.
  8. I'm in the process of making an entire site for this, as I'm bored. If KSP likes it, they are welcome to host it in the future (given it may have internal downloads as well.)
  9. Yeah, the capsule still seem to heavy considering as you said, it could be made of anything as far as we know. I'll work on v3 soon.
  10. I had it this way when I was previewing it before posting, but the links were so hard to click (being at different levels on the line, etc.) that it just seemed better this way to me, idk.
  11. Uploaded. It still needs more work, but should be a bit better.
  12. I just booted up my game and noticed that I've typed a few figures completely wrong. It was not my intention to make Solid Rocket Boosters useless 5 second thrusts like they were, sorry about that. I've uploaded a better one of that. And yeah, regarding your post; sure; I don't have any clue about rocketry, but as this is a game I figured nobody would fly off the handle there, but hey, it is the internet . And yeah, the command module was one of those mis-typed figures.
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