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Space_Nomad

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    Bottle Rocketeer
  1. Had an idea you might feel like playing with: Space Elevator. Someone on Reddit recently asked about a space elevator mod. After thinking for a while, KCT has everything needed to implement one. It already has: Ability to add and upgrade additional Launchpads. Can check for and disallow vessels too heavy or large. Can move vessels to above KSO orbit, taking however long it takes. Ideas I had along with this revelation: You can only build one space elevator. Yes, it is going to be ridiculously expensive in both Funds and Science. Tier 1 is basic orbital tether, can handle about 2 tons. Tier 2 is upgraded, guessing about 10 tons. Tier 3 requires a dockable asteroid at KSO over KSC (if it is possible to check a certain vessel's orbital info). Can Recover vessels very near/docked to the asteroid. Size of asteroid determines ultimate lifting capacity, up to about 50 tons. If the orbit of the asteroid exceeds a certain distance from KSC, it and the entire elevator is destroyed, along with your reputation. Do with this as you wish. If I can be of any help bringing this to fruition, just ask. Congratulations on what you've already done. Kerbal Construction Time is already an amazing mod I can't play without (Stage Recovery as well)!
  2. Look here for a downloadable copy.: https://bitbucket.org/xEvilReeperx/ksp_flagrotate/downloads It says it is for 1.0.2, still works in 1.0.5. Just right-click the flag and use the clockwise/counter-clockwise buttons to rotate.
  3. Actually no, I want it to be a hidden variable, an unknown element. Looking at the wiki now. I'll start work on getting KIS (Kerbals in Space, originally by Geckgo) converted to your format. I look forward to v0.3!
  4. Oh, great Kerbal in the clouds, thank you!!! Procedural contracts are fine, but do not nudge in any particular direction. I much prefer having a story, so I wiil at some time be able to say "I did it! OK, time to start a new game." If possible: - Keep track of a custom variable and its label. I want contracts to study anomalies and make further contracts available after XX ponts of 'Anomaly Research'. This way you don't have to complete all anomaly contracts before moving the story along. - Not sure how to phrase this: After contract 'Annual Review- Year 1' is completed, 'Annual Review- Year 2' has to wait a year before becoming available. - Make a contract repeatable. Every XX days, it will became available again. This is for automated incomes or resupply missions. Not sure what to do if the vessel to be resupplied no longer exists. If there was a way to choose automatically refuelling the vehicle and getting 80% of what you got last time, that much better. I did some work on getting the 'Kerbals in Space' mission set for MCE updated, but that mod went in a procedural direction. I look forward to converting it.
  5. It has been so long since I last used Windows, I don't remember any real difference. Main difference is that x64 is stable on my machine (i5, 8GB ram, GTX 650Ti running Kubuntu). Gotta have all the mods!
  6. A big thanks from a long-time user of MCE, I've been waiting a while for this update. Do you use .mpkg files anymore? If so, where do they go?
  7. Looking at the source code, I don't see any way for users to create their own custom company and/or contracts. Am I mistaken or is that capability gone?
  8. Spent my entire summer playing Minecraft with my nephew, had a good server by the end of summer. I will come back to KSP for 0.25, finding out what has changed and which mods are still working.
  9. 3- Here is an example of what you wanted to do using the Texture Replacer mod: http://forum.kerbalspaceprogram.com/threads/60961?p=923913&viewfull=1#post923913 Yep, female (or possibly cross-dressing) kerbals.
  10. So while testing the x64 linux version of KSP to see if I can go past 4GB (currently at 2.8GB), I went and added at least 30 kerbals at once. This resulted in a list of hirings that went off the screen. I was not able to move this window and I could not access the setting window as well. A rare occurance, I know, but the ability to scroll the hiring window might fix it.
  11. You might want to try out Mission Controller Extended, it adds a budget and soon contracts as well. Making a probe to goto the mun and back for ~$25k felt really good. There are a couple different mission packs available, I still enjoy 'Kerbals in Space' mission set, though it does need an update.
  12. A mod called SCANSat does a nice job of scanning the planets and creating a map of the biomes. Add Custom Biomes to that and all rocks have biomes to science.
  13. Wanted to say thank you for the update. One little thing I noticed was that the screenshots went into GameData, with a filename of BOSS\PluginData\BOSS\normalfilename.ext I am using linux and it uses / instead of \ to separate directories. Not a big deal, but I thought you would like to know about it.
  14. Just a silly idea, but I thought I'd let it go and see if it floats. Is it possible to apply a 3D thrust vector to the balloon, loosely based on current coordinates (like Kethane's hexagonal grid) and later on, balloon altitude? This would provide a simulation of the wind blowing us around, up and down. Nice breeze coming from the west over KSC, great up draft over the desert, etc. We could use a different dataset for each planet with an atmosphere, I am sure Eve would get much more interesting.
  15. A big thank you, this is one of my must-have mods. I am working on a mission set, with a bit of storytelling thrown in. These are some ideas I could use help with: - Annual Review Mission Year 1-?: I want to give the player some help or bonuses by seeing how many missions were done, how many crew were lost, and some interest from the money made since last year. Something like RequiresTime { minSeconds = TIME(1y) } where you can't start that mission until at least 1 Kerbal year has passed since the start of the game. I want to be taking an increasing number of kerbals farther and farther out in space every year. (Shall we have our meeting at the hotel or Minmus? Tough choice.) - A custom global variable (or two) would be nice. I am moving the story along using Monolith research (a lab and some kerbals parked nearby for x months), and want a way to track that. RequiresVar { minValue=20 } VarGoal { reward=10 } PassiveVarReward { 50 } It would be great if we could use that same variable across multiple mission sets (like you currently do with money). Might require SetVar=MonolithResearch or SetVar=PublicRelations (as examples) to know what you are using it for, for this mission set. - How would you go about requiring an eclipse? My best guess right now would be SunlightBlockedGoal { body=Mun } for a munar eclipse. The solar panels know this information, so it is available somewhere. - Can you see if a Remotetech connection to KSC is broken? Just some of the stuff I've come up against. Once again thank you for making this mod great fun. Sidenote: For other mission makers, try adding in some Reaction missions (always available, used after certain things happen). Examples: - After first Kerbal dies, have a memorial service at KSC, lasts an entire day. - After first Kraken attack, have a mission for putting up a patrol craft (with SRBs for defense). Next attack, put up a few tracking stations just outside of Kerbin SOI. - After finding what's on Bop, have a week-long celebration with fireworks.
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