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Everything posted by Whirligig Girl
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DEFEND YOURSELF! Lock This Thread Now!
Whirligig Girl replied to Whirligig Girl's topic in Forum Games!
But they want to KILL them because they are DEMONS. - - - Updated - - - THe aliens don't have lasers. They're bronze age. Think ancient rome/greece etc. -
DEFEND YOURSELF! Lock This Thread Now!
Whirligig Girl replied to Whirligig Girl's topic in Forum Games!
(Oh, also I forgot to mention that all the machines on mars are entirely restored to the full capability that they were when they first landed. Also they have personalities matching their name. Even old russian missions survive now!) Spirit is FASTER than Curiosity, remember! You have to remember that the joints and speeds of rovers are still very slow, and curiosity could only give a skin burn to a martian warrior if it's in it's line of sight! -
Let's imagine all the mars rovers now have human-ish brains and a conciousness. There's also HUMANOID ALIENS invading mars! FOr some reason they want to KILL the rovers! The Martians have bronze-age technology. What rovers can defend themselves best and how? The rovers can also talk to eachother every time an orbital satellite passes overhead of both of them. EDIT: Can we lock this?
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Here's a bit about the composition of the planets. Eve's oceans: Molten Gallium-Lead alloy. Minmus mountains: Fake snow (You know, that expanding stuff you got for your 7th birthday) Minmus Flats: A gel of some kind. Black regolith on Ike: Kinetic Sand. Grey regolith on Ike: Carbon-rich ices. Jool's atmosphere: Hydrogen, Helium, and Chlorine. Laythe's oceans: Salt-rich water. Pol: Actually a giant space-flower's reproductive material. We can try to explain away the densities, or we can remember NovaSilisko's statement that planets are actually normal density, but use higher gravity, or we can just pretend we're using 10x scale solar system.
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[WIP] Stand-alone (no dependencies) Alcubierre drive
Whirligig Girl replied to RoverDude's topic in KSP1 Mod Development
So does this just work as an OP thruster with a decoupling bubble around it? Or does it change your trajectory but keep your velocity (Kinda like KSPI) -
(Also Available: Jumbo5x) Let's get this out of the way first: No Pics, No Clicks. here: What is this mod, Mr. Super-Awesome-Guy? I'm glad you called me that! Also that you asked! KSPJ32 is a mod with a priority on rescaling the planets to 3.2 times their normal scale, with atmospheric heights scaled to 1.16 times their normal scale. It also has a few other neat additions. Why 3.2? Ferram4 once said, unless I'm mistaken, that if you make Kerbin 2x it's normal size, you have stock Delta-V to orbit using Ferram Aerospace. I decided that stock delta-v was still a bit too unchallenging, so I instead elected to half the popular 64K (6.4x) mod. Why 6.4 you ask? Well, Kerbal rocket parts are roughly 64% real scale. Also, 64 may not sound like a round number to the layman, but it's actually super-important in computer-type speaking. What else does this mod do? In addition to making the planets bigger, it also adds a few more features. -Eeloo is given an atmosphere. Eeloo was originally meant to have an atmosphere, but the atmosphere renderer doesn't work for planets smaller than stock Duna. EelooXL is bigger than stock Duna, so Eeloo has been given an atmosphere! It's pretty thin though! -Dres spins way too fast! Dres now spins slightly faster than orbital velocity, allowing for some interesting physics to take place. Falling sideways, falling upwards, falling into an advertisement for PlanetFactory that shows off Inaccessible. -More compatible with EnvironmentalVisualEnhancement mods than 6.4x is. -Made Moho really hot, like it was in KSP v0.17. -Made Minmus into a trojan moon of Kerbin. It has the same orbital characteristics of normal Minmus, except that its semi-major axis has changed and it's parent body is the Sun. Sounds pretty neat, what's the catch? Well, there's only a few minor problems with this so far. -The Solar PowerCurve is still that of 6.4x scale. -Eeloo's Atmosphere currently has no actual mesh. (Which means I might as well have added the atmosphere to stock Eeloo) This will be fixed! The stars do disappear in the atmosphere though! -The skybox rotates slower than the Sun on Dres. This is inherited from Stock, there is no know fix. Inaccessible also had this bug. Deal with it. But... Dres isn't realistic anymore! So what? You'd never even be going to Dres anyway if it was realistic! Almost no one goes to Dres because it's boring! Might as well spruce it up a little! Besides, gravity isn't the only thing that can hold a planet together! Gravity isn't holding your desk or that rock together! Vote in this poll if you like it or if you don't like it. http://strawpoll.me/3458365 Isn't it now too flat and boring? Nope! In fact, I think it looks even better than stock. Those are the mountains west of KSC. Also, that's how you recover goo pods from a suborbital flight with no dangerous EVAs, using Deadly Re-entry. Where's the Download? THE DOWNLOAD IS HERE! Here's the download link for v1.4.1 Attribution-NonCommercial 4.0 International Uses the Real Solar System plugin by NathanKell. (Included in dl) Changelog: 1.4.1: Fixed Minmus orbiting Kerbin in a huge orbit. 1.4: Reverted back to 1.2 to start over. Unlocked Eve's rotation, made Moho hot, and made Minmus a Cruithne analog. 1.3: Made Gilly stock scale, made Pol and Bop 1.6x scale. Rotation Periods scaled properly. Updated RSS dll. 1.2.1: Added AtmosphereFromGround settings from Proot's KSPRC, made Eve no longer tidally locked. 1.2: Fixed Jool's mass, made compatible with KSP 0.90, but removed the custom textures. 1.1: Made compliant with add-on rules. 1.0: Full release, Dres given uberspin. 0.2: Fixed SOI bug and implemented mitiya's fix for the terrain. 0.1: Release, Eeloo given atmosphere, planets scaled up to 3.2x. What's next? Here's the planned features: Blue is plausible Green is in the next release already Orange is a bit iffy, and would require more advanced programming than I currently have* Red is probably nearly impossible without being on the Squad dev team. Dark Orange might be possible to implement, but would require other mods which are not complete yet. -Re-add the custom texture for Kerbin. -Alternate download that does not change Eeloo and Dres. -Actually give Eeloo an Atmosphere Mesh. -Fix skybox spin on Dres. -Give Eeloo a moon (using Kopernicus) -Fix the Solar PowerCurve -Add support for OuterPlanets Mod * Note that I'm not trying to imply that config file editing is programming. Cookies on the table for the first person to do a legit launch from Eve. Under legit I mean that there must be no OP parts, and you must launch from Kerbin first. (No HyperEdit or Warp Drive or something to Eve) Kethane and Karbonite is fine, but you only get 5 cookies instead of 6. Wait... how do I calculate the approximate delta-v needed? An interesting law that was discovered is that for any rescaling of a planetary system you can use the formula (d(Sqrt of x))=D. Where d is original scale delta-v, X is the scale factor, and D is the rescaled delta-v. So for instance, it takes about 10 km/s to get into orbit in real life, so in stock scale KSP (using FAR) it would be approximately (10(sqrt 1/10))=3.16. In stock scale KSP with FAR it takes about 3.4 km/s delta-v to orbit. so in real world it would take (3.4(sqrt 10))=10.7 km/s delta v. Keep in mind that this is all approximated, but look how close it comes! So if you wanted to calculate how much delta-v it would take to do a hohmann transfer from low-orbit to the Mun in Jumbo32, you just take about 860 m/s and multiply it by the square root of 3.2, which is about 1530 m/s. This matches a test that had been done by Ascension Islander, who noted about 6000 m/s to orbit from surface and about 7500 m/s to Mun transfer orbit from surface.
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It'd be really cool if the Advanced Grabbing Unit would have a locking down animation when it grabs into a surface, and if it's an asteroid maybe even create some little rock-floaty-away particle effects.
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Dres is by far the least interesting celestial body. It's orbit is kinda eh, and it's surface is just a generic selena. What would possibly make it more interesting? Some have suggested giving it a moon, but I really don't think that'd be all that interesting. The devs have mentioned several times that there's not likely to be a GP2, and one of NovaSilisko's proposed moons is much like the planet "Inaccessible" from PlanetFactory. I think that it'd be super-awesome if Dres was given a spin that equates almost orbital velocity on the surface (Not faster than orbital velocity, like Inaccessible), and then suddenly inaccessible would be much more interesting. THis simple change would totally redefine Dres to be one of the most interesting bodies in the system! Basically, Dres's geosycronous orbit would be about 1 meter above the maximum surface. HarvesteR said he wanted the Klaw to be able to grab the ground, but he couldn't get it to work in time. Obviously you'd need the Klaw to work on the ground for this to work. You may be thinking to yourself "But that's not realistic! Planets can't spin as fast as orbital velocity!" And you're (sorta) right! That's why it's not spinning quite as fast as orbital velocity. Also, gravity is not the only thing that could hold a planet together. Normal molecular forces are at play here as well, like how rocks stay together. There's even an asteroid that is spinning almost 1.2 times orbital velocity. It's held together in sorta the same way as a chinese finger trap. Furthermore, if Dres was spinning too fast to be held together, it would have thrown off all the material until only it was left... perhaps making the Transkerbin Asteroid Belt. So what are your ideas to improve Dres?
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[v0.2] 3.2x Kerbolar System for RSS (Dev Thread)
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
I figured out the bug. It's actually kinda embarrassing. The Sun's mass is too big, and thus the SOI is too small! -
[WIP] Stand-alone (no dependencies) Alcubierre drive
Whirligig Girl replied to RoverDude's topic in KSP1 Mod Development
Is it just an engine, or is it a self-sustaining KSPI warp drive? -
[v0.2] 3.2x Kerbolar System for RSS (Dev Thread)
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
So looks like there is a problem... Minmus... Get back into kerbin's SOI! The orbit of Minmus is right... what's the problem? EDIT: Wut? It might be because the SOIs are being calculated from the stock masses, and I did not change mass, I changed GeeASL. EDIT2: After a second of 5x timewarp. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Whirligig Girl replied to Ven's topic in KSP1 Mod Development
Yes, and what about the possibility of removing the mounting plates from ALL engines and the totesnotatankbutt from the Skipper? (as an alternate patch I mean.) -
KScale64 v1.2.2 16th April 2017
Whirligig Girl replied to Paul Kingtiger's topic in KSP1 Mod Releases
-snip because I found the latest dl link- EDIT: Might as well plug my own mod here: 3.2x Kerbolar System. Something about atmospheres may be relevant here... Hey, mitiya, can I include your textures with my mod? This would be of great happymake for users of 3.2x! EDIT: Huh. For some reason, when I implemented (Copypasta) the PQS bits from your RSS cfg, RealSolarSystem wouldn't load. Does anyone have any idea what's going on? -
[v0.2] 3.2x Kerbolar System for RSS (Dev Thread)
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
Thanks! I think my plane should've had retrothrusters or parachutes, because it was insanely hard to slow down and even still I went *poof*. Also, always make sure you turn off Deadly Re-Entry before using HyperEdit, otherwise your ship will overheat and parts will explode during your teleport to Eeloo or other places. (Insane velocities in the atmosphere that result in ultra-speed transfer of location tend to do that!) -
[v0.2] 3.2x Kerbolar System for RSS (Dev Thread)
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
And now Eeloo can have Spaceplanes brought to it. -
[v0.2] 3.2x Kerbolar System for RSS (Dev Thread)
Whirligig Girl replied to Whirligig Girl's topic in KSP1 Mod Development
-reserved for later use- -
New Release Thread! Changelog: 0.2: Fixed SOI bug and implemented [URL="http://forum.kerbalspaceprogram.com/threads/96792-WIP-64K-%28a-Kerbol-6-4x-reboot%29-v0-4-%28KSP-0-25%29?p=1529511&viewfull=1#post1529511"]THIS FIX[/URL] 0.1: First release So I was thinking to myself, and I realized that I wasn't quite happy with how hard 6.4x scale is, and Stock is WAAAAY too easy. So I came up with a compromise. I went through the config files and came up with this: 3.2:1 scale. I thought it would be a nice compromise with 6.4:1 scale. The mod does the following: 1) Rescale all Semi-Major Axes and Radii to 3.2x of stock scale. 2) Rescale all atmosphere heights and scale heights to 1.16 of stock. 3) Give all planets a GeeASL proportional to stock GeeASL. 4) Gave Eeloo a thin atmosphere* (About half that of Duna's.) *Scroll down to "Topography" in that link above. Eeloo Atmosphere! (EVA Parachutes from Vanguard Technologies) This was also based on the fact that according to Ferram4, doubling the size of Kerbin would give the same delta-v to orbit with FAR as would stock. I decided that that was still too easy, so this is a pretty neat compromise. Known problems: 1) The Solar PowerCurve is that of 6.4x scale. Using the 6.4x scale configs allows for much higher-power solar panels. Remove the RealSolarSystemSettings.cfg to set the powercurve to stock. (Note that this will also remove timewarp and VAB/SPH Camera changes) 2) Eeloo's atmosphere has not been thoroughly tested. 4) Kerbin's textures still do not match Kerbin's terrain. This is slightly more pronounced than the 6.4x config. Attempting to implement THIS FIX, soon. 5) I have not tested any EnvironmentalVisualEnhancement packs. Suggested mods: 1) Ferram Aerospace Research (Actually easier than NEAR, because in FAR you know why and how things went wrong) 2) DeadlyReentry (Change settings to heatMultiplier = 15) 3) Ven's Stock Part Revamp (Not strictly required, but it's too beautiful not to use.) DOWNLOAD Release Thread Also, cool thing: Some orbit contracts can be done now because the atmosphere ends at 81km instead of 92km. this means the max alitidue for orbit contracts are still valid.
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I'm by no means saying "GTFO" But when players complain that they want stock KSP to be like a perfect realistic simulator, I think it'd be a really cool idea to just make your own simulator based on that. Heck, I'd play it! I sometimes even use full RSS! I'm fully in favor of using modxability to increxasex thex dxifficulty of KSP. Andx someone spillexdxx sodxa on my laptop kexyboardx. hexncex thex large amount of that letter. I have more to say, but I can not becae this keyboard is essentially dead.
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So I know a lot of people want KSP to be Orbiter 2. [was referring to Regex's signature.] But here's the thing: With mods, it can sorta kinda be that. But the stock game will never be. Instead, why not just make Orbiter 2. Many of the RSS aficionados are programmers, and Orbiter 2010 is starting to become dated. Maybe there needs to be a dedicated Orbiter 2015. Many aspects of Kerbal Space Program would be much appreciated in orbiter. The intuitive 3D map view, the maneuver nodes, special animations and physics for astronauts (As opposed to an awkward static model), heck, even a career mode would be pretty neat. Right now, Orbiter 2010 is not very accessible where KSP is, even with Realism Mods. Maybe that's why you want KSP to be Orbiter 2.