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cbroughton

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Everything posted by cbroughton

  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.
  13. I'm glad this is in the game, it looks very nice.
  14. Alright, this is just as the title description says; a list of all working mods at the time of each update. I will paruse this forum and do what I can to test and work with things, marking mods by their category, or tagging them as seems necessary. Mods that work will be marked with green names, Mods that are still in development are orange and mods that don't work for whatever reason will be marked in red. Darrknox overdid me, so his post is now here. This thread is a work in progress. *[CFG-Edit]* Realism Mod [v0.3]Stable TK31 Liquid Booster Engine *[New Parts]* [Liquid Fuel] LV-N series Liquid Fuel Nuclear Engines The Sphaera Fuel Obtinatus[V0.1_Latest] MicroEngine LFE-G1 Ion Engine! FRST-5 Thermal Pump [solid Fuel] EXCELSIOR CLASS release Small engine/tank and modified decoupler MicroFuelTank Retro Future parts pack Nacelle NitroXen Aeronautic Booster FRG-50 'Snowman' Autonomous Heat Evac Uni [Couplers] Small engine/tank and modified decoupler Retro Future parts pack [s.A.S] [Command Module] Retro Future parts pack [Parachutes] Mk17 Parachute Parachute mk16-3 [Winglets] Retro Future parts pack Long wings + a Gravity bomb AV-R8b Passive Radiator [Miscellaneous] MK-83 Explosive Device Long wings + a Gravity bomb Wuff Pack, of parts KSP Orbital Calculator [update V 0.3_Latest] CHLL-2 Heat Capacitor [Fuel Tanks] CHLL-2 Heat Capacitor STS-a Fuel Tank [Heat Capaciters] CHLL-2 Heat Capacitor AV-R8b Passive Radiator FRST-5 Thermal Pump CHLL-2 Heat Capacitor *[Re-skins]* Steam Missiles Orky Bitz! 0.1 Blue-ish sheen (0.5)
  15. I do not mind solid rocket boosters, but in all reality's sake you cannot do a whole lot with something that weights so much. Look at rocketry in real life, most solid rocket fuel tanks are shred off before the rocket leaves earth's atmosphere to my knowledge. I strived to add some difficulty to the game, and I think you'll see that I have.The liquid fuel (and the mk1 pod itself) are heavier because it only makes sense for them to be. The liquid fuel containers are rather heavy, but have more fuel as the fuel is stored under compression (which idk, just makes sense to me.) I've made a ~10 stage module that can get out of earth's gravity, orbit, land, and re-launch from earth; but it can't enter orbit a second time yet; I'm working on that, It's all up to your skill at flying it seems, and throttle control.
  16. Click a version number to download! The current recommended version will always be bolded. v0.1 - Initial Release v0.2 - Fixed an unintended result where the SRBs were basically rendered useless. - Fixed an unintended result where the mk1pod was way too heavy to do much. v0.3 - Finally fixed the SRB balance (hopefully) - Lowered the weight on the mk1pod a bit, considering we don't know what it's made of. - Optimized the parachute to deploy at the correct height for the mk1pod's weight and drag. v0.4 - Balanced SRBs yet again. - MK1Pod was too heavy for the parachutes, again. - SRBs were too resistant to explosions. - Removed hints and readme from archive, it's in the post now.
  17. I'm doing what I can to make the parts of Kerbal Space Program reliable (when needed), and realistic in the sort that the game is actually semi-difficult to play, not just as simple as slapping on some random parts and hitting launch, T, space. Anywho; these parts come with some crib-notes (hints to their usage) as well as all of the original parts files, and modified parts config. I have removed the winglets from the game as well as they do... very odd things, very unpredictably odd things. I hope you enjoy these. Please tell me what you think. This is the first thing I've done for Kerbal, so... please don't be too harsh if I messed up something rather large. Readme: vvv Download Links in SECOND POST vvv
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