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Everything posted by katateochi
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physics is fun thou! I might put a vid up if this doesn't get too negative a response! (Jeb has never been fired with it, just didn't have the heart)
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I'm kinda ashamed of this, the result of a really bad day at work yesterday. I think I might have crossed some kind of a line..... Jeb's Trebuchet - range 363.4m physics is fun thou! I might put a vid up if this doesn't get too negative a response! (Jeb has never been fired with it, just didn't have the heart)
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Yes, that seems odd. So it would be; Bob Human, Bill Human and Jebediah Human? Does all naming have to follow the K rule? After all we are Humans from Earth, we're not Earthians or Earthans, I know that works with Mars -> Martians, but this is exactly why linguists and computer-scientists don't mix well at parties. Language rules don't always scale as you want them to! [in other news - A tragic accident occurred when several inhabitants of the planet Pluto where loaded into a Nuclear reactor due to a naming error. The Plutonians are furious]
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[video] Melee Attack ship - dual command pod capture
katateochi replied to katateochi's topic in KSP1 Discussion
Seems that some of the pics I'd uploaded to the forum of this got deleted so I've now got an imgur account, you can see the album @ http://katateochi.imgur.com -
Awesome, I'd be happy to help!
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Thanks!! might try different boosters. want to try and cram a landing leg or 2/3 in there also! Not quite, I first launched two ground-crew craft with 3kerbs per craft and moved them to one side. Then I launched the ship, so now its on the pad with its crew. The passenger pods are all empty to start with. Then loaded a simple 3kerb bus from the hangar and drove over (by chance it was THE three kerbs). Those three plus 1 from the first ground-crew craft boarded the lower deck. The other ground-crew craft (just loaded to bring more kerbs) drives up and they all get out (last one takes handbrake off so it rolls away) and they board top deck joined by another 1 from the first ground-crew. That was 8 loaded and 1 still in the lift to move it away. For the first proper launch I aim to load 24, so I'm working on (and having issues with) a large bus! The images I'd uploaded before got wiped so I've now put them on imgur; Normally the boarding gantry is dropped seconds after launch, but I need to gain some altitude to teach this stow-away a lesson. EDIT I forgot to say something; this experiment proves something. Squad did a damn good job with the EVA work. I've got those movement extender/ladder things at all kinda odd angles, not aligned and I bring another set in from a nearby craft and they can crawl between them perfectly, not even a glitch as they cross over. Really good job!! EDIT
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Hey guys, I'm a Ruby on Rails dev. and I've got 2 questions and an idea; * Is there a standard "package" format for mods/plugins that will ensure that each one comes with at least [version, description, image(s), author]. * Is is possible to build in dynamic dependency management. For example if I download mod/plugin/craft X which has a pre-requisite plugin/mod I want the download to contain everything that X needs or for X to contain a manifest file which enables the game to automatically fetch pre-requisites at the required version. Basically, I want RubyGems for KSP! Is this in anyway possible? Ok this idea is about hosting (I hear eyes roll and see yawns, stay with me here); Instead of having any concern/hassle about space needed to host the mod repo, bandwidth, scaling, security and all that PAIN, just have a weeny site which provides a nice font-end but put all the data and load on GitHub!! GitHub is a social code hosting site. It uses the version control system called "git" to store code projects in "repositories" or "repos". It is corporation grade (some little companies like Microsoft, Facebook Twitter... use it), very secure and completely free if what your hosting is to be publicly available (costs for private). https://github.com/ Each repo can be interacted with via the website or via a command line api. Most repos are "public" and are free to host. public means that anyone can view the code and take a copy (fork) of it. Its a fork, not a copy as it's a split in the version timeline, meaning someone takes a fork, goes away and makes some changes and then can offer those changes back to the original repo. If accepted that forked "branch" is merged back into the main "truck" as a collaboration. "git" is the system behind GitHub, it is a versioning system which works by tracking the difference between versions("commits") and can perform complex merges of timelines. Anyone can sign up for free to host publicly available code repositories(repos), so individual mod developers can host their own mods. The website could also have its own account to enable devs who don't want to use git to upload direct to the site and have the site create repos under its own account. All the website really needs to do is provide an index to the repos and guess what, GitHub provide a some slick interface components for use on other sites. It also has a powerful backend API which makes building code to automatically manage repos actually fun! There are some other bonuses to using GitHub. If each mod/plugin was hosted as a github repository it would have its own specific wiki and bug/issue tracking pages and could also display a nicely formatted readme on its main page (formatted in various markup styles). The main aim of github is Social coding so it makes it very easy for developers to add other devs as collaborators to projects. But the biggest gain is it takes the burden of maintaining a data-hosting site away from the old-skool "I've got a server" notion and puts you in the happy cloud; git-hub is spread over many servers/countries, has redundancy, does live backups and all that jazz which means that even if the front-end site goes down, it a) (most importantly) does not stop a mod developer from developing/uploading!! does not actually stop users from getting at the mods, they just have to use Google and Github's search to find them instead (boohoo). As more mod devs and more users join it will scale without you having to even think about it. The website could then be pretty minimal and I'd recommend putting that on a free or very low cost account with Heroku (which sits on the Amazon Elastic Cloud). The idea of "a server" really gets taken out and shot at that point, think; dynamic layers of self maintaining virtual machines and modular functionality. Heroku was just about RubyonRails projects but it now runs pretty much anything. http://www.heroku.com/ Just an idea, don't mind if you shoot it down, but I think its worth looking into.
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Kerbals need holidays too, so I'm building them a cruise ship. The aim is to be able to pack a load of Kerbals onto one ship, current iteration has 8 empty crewable pods which can each take 3 Kerbals; 24 passengers + 3 crew. EDIT - images have got lost, will upload again after work - - EDIT
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Is it possible to get a stationery orbit of Kerbin?
katateochi replied to Lemjack's topic in KSP1 Discussion
Yeah there are loads of vids on it. I've not tried it yet, but its def on my list of things to do in KSP; -
(this was in 0.15, not re-evaluated this in 0.16 yet) I've had some lag/slowdown which is specific to certain parts. I had one ship with 3 solar panels and it was fine, but if I got within 200m of another ship (even a simple one) I'd drop to about 3-4 fps. If I'd jettisoned the solar panels before the rendezvous I carried on getting >30fps. I also had two ships which just could not get near each other without lag. Both could rendezvous with another craft without lag but there seemed to be some specific conflict between these two ships. I put it down to there being some parts which didn't play nice together, but never got round to reducing it to specific part(s) so I could be completely wrong.
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If you are building a Kerbal theme park, maybe you'd like to improve on this Ferris wheel idea I had; There is an empty-crewable-pod on the end of each arm (and steps for access) the engines are just for show, its turned by 2 rotators. It just was not very stable and failed to thrill or fling kerbals across the land.
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oh, nice, I'd not heard of that mod. Any chance of a link, searching for TNT in this forum is not fruitful! Can u set the delay on exploding, might be a fun way to make bombs!
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What version of KSP and mod are you using? I had the same issue with a different mod. I removed ALL previous parts and plugins and put the latest version back in. That seemed to solve it, can break some ships thou. I've had a couple issues placing solar panels. In some cases you can only place them on other objects from the same pack. I've also found that they can cause major lag a) when you have loads of them in undeployed/deploying state when getting near complex ships.
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Some really nice designs in here. Looks like a contest for which station should be used in a movie. Thou Vostok yours has a certain je ne sais quoi, or maybe it was the accompanying music!
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I 2nd what Keiichi said. Half the fun of the game is dealing with the consequences of ones actions (blunderings). Rescuing stranded Kerbals and going Al-Gore and launching clean up missions. Also agree with BurningSky93; enjoy the challenge of adding environmental consciousness to the design, don't litter your space! I'm currently working on a ship, the SS BinBag which is basically a big scoop with a lid. The plan; collect several objects in large holding container, move into decaying orbit and release trash before climbing back up to stable orbit. The only prob with this is speed, I found in other captue missions, once you have got hold of another object you can't time warp more than 2x, but I hear whispers of this changing in 0.17.
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[video] Melee Attack ship - dual command pod capture
katateochi replied to katateochi's topic in KSP1 Discussion
I've been trying to re-build this ship in 0.16 and have hit a couple of walls. There is a bug which causes twitching and it particularly noticeable with crafts that have long extensions. There is also a weirdness in the way the hydraulic rams flex which makes it look WRONG! http://youtu.be/P2a8xPyTB98?t=1m16s - link to point in vid which shows the problem with the reaver I really hope I will be able to re-make this in 0.16! If anyone knows a way around the twitching issue I'd be really grateful for any help. slight aside: Not sure if anyone is interested in this as it only applies to 0.15 but this is a really odd glitch I found when building this ship; The ship had a weakness at the join between the arms and main body, adding solar panels to another part of the ship solved it! -
Ah, ok, well that last vid clearly shows that. I think that spasm issue is being looked into, so it's more the "springyness" issue in the hydraulic rams that I'm focusing on. I'm guessing this is more complex that it seems, but would it be possible to remove the effect of elastic/springyness from the hydraulic rams? In RL if a ram flexes sideways the seals break and it fails but obv. it has some flex along it length (oil compression thou, not metal flex). Could rams be made to be extra strong objects with little flex but which break when exceeding a certain high load? Obv a launch with arms out-stretched should prob. not work, but even if they are folded up inside the ship they still flex quite a lot and I find this kinda nerfs their potential applications.
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ooo, dats nice!
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I made a long arm using the truss bits and the same issue is not there! You can clearly see elastic flex, but the elasticity looks right, the objects stay connected. With the hydraulic rams, the ram part comes right out of its casing (and looks way silly). It looks to me like the same curve for flex is applied, only the mesh can't be deformed smoothly so you get a stepped effect.
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iWork925 that is awesome, really well composed pic, MAD craft! Looks like it should be in a sci-fi movie, makes me think of cowboy-bebop for some reason.
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I can so relate. I often have KSP inspired moments of madness when waking up; like feeling like I don't have enough fuel to overcome the gravitational pull of bed or that I need to rendezvous with the alarm clock! I'm getting used to it now, after all, madness is a way of life. The appreciation of world thing is harder to explain! Stupid little things; like the apoapsis and thrust needed to come off the roundabout at optimal speed. Yes! I can't help myself from trying to rotate the view in vids. Everytime! Pavlov suggests I should learn, but noooo.
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I've also had the spasm/twitch issue!! I know there are other vids of this glitch already in here, only reason I've added this one too is it also shows an "elastic" issue which I think is linked to the same problem. U only need watch the first few seconds to see the elastic issue, the rest shows the same twitching as the other vids.
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Nice 1, respect for only using stock parts!! I did a non-stock (kinda-overkill) version in 0.15;
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[video] Melee Attack ship - dual command pod capture
katateochi replied to katateochi's topic in KSP1 Discussion
I'd so not intended it to be a space crab, but it so is, lol!