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Whirligig Girl

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Everything posted by Whirligig Girl

  1. 0.24.2424.10000000001.11.KERBILLION Jiggathread!!!! *Explosions! Electric Guitar Noises! Contracts flying everywhere*
  2. Yeah, that's what it does. It just determines how often a size class spawns.
  3. Actually, trees and rocks are planned to be made solid eventually. There'd be no lag from collision meshes for these
  4. Am I correct in saying the only incompatibility of current EVE with RSS is that the volumetric clouds are too high? EDIT: Turns out my only problem with EVE is that I'm confusing version numbers. Everything works and looks fine now. EDIT2: Turns out I'm wrong about the above statement. The statement above the above statement seems to be correct after all.
  5. In text I sometimes end up sounding more angry than I do in real life. After all, text doesn't convey tone or emotion nearly as well as real life. I suppose I should really fix that. Sometimes I forget that other forum members are people.
  6. I installed the very latest release, but the transition problem is because the texture of the map and the PQS terrain do not match up. I guess I'll redownload and try again. What do you mean by "crapping"? I love these mods. This is a genuine question, and I suppose it's entirely possible that I end up sounding more angry than I do in real life. After all, text doesn't convey tone or emotion nearly as well as real life. EDIT: Turns out my only problem with EVE is that I'm confusing version numbers. Everything works and looks fine now.
  7. There's actually a 0.0 version, and 0.7.3 is the earliest version available to the public.
  8. The station does have an extended ClampoTron Inline docking port.
  9. Nyrathe, creator of the amazing Atomic Rockets webpage, made an Atomic Rocket mod that is Project Orion. , and Here's the link to the Forum post. It may not be fully functional as it is quite old.
  10. This will be a much simpler challenge than better stock crafts one, and quite different. This challenge, instead of rebuilding the stock craft to be better, will focus on building new stock craft and subasseblies to compliment and improve on the systems of the current stock craft. Focus is kept on educating new players with building techniques such as Center of Lift must be behind Center of Mass, and how asparagus staging works. And yes, these rules are essentially a Copy/Paste of Xeldrak's BSC1 Rules. There are a few things required for you submission: You craft MUST NOT use any mods - 100% stock You need to show us at least four Screenshots You need to make you .craft file available You MAY NOT use a craft previously built You MUST be able to actually perform at LEAST one of the example missions, and the vehicle must be capable in theory of accomplishing the other missions with relative ease. Otherwise your submission will not be accepted. And there are a few things you should consider -Your craft should be easy to use, simple and safe - stock craft are mostly for new players, they should not be overwhelmed by 10 action groups that must be used at the right time. -Your craft should be an example new players can emulate. It should demonstrate design techniques. What ARE action groups? What's aspargus? Can linear RCS boosters be of some use? These are questions new players could be able to answer by testing your craft. -If you use Action Groups of have any special commentary to make, use that neat, new description field in the VAB. It's a fine line between encouraging a new player with something new and overwhelming him - try to walk it. How is this going to work? You will have exactly one week to build your craft and post it here, this way even the working people of us should have enough time. Post your entry here with at least one screenshot and its .craft file. Also be so kind to drop us a few lines, about your craft? What were your thoughts on the design? Why is it a good stock craft? Sumissions will be closed at Wednesday, July 9, 2014. 11:59:59 p.m. (GMT+0) (in 7 days) After submissions are closed I will set up a poll on SurveyMonkey (since I can't edit a poll to this thread). Should we have 8 or less entries, you can vote for one week for you final winner. Should we have more than 8 entries, we will hold a three day pre-election. The top six of this election will then go into a four day final election. The winner will have bragging rights and...maybe I'll come up with something, who knows. What are we building this week? Make a craft that demonstrates a space-tug that can dock either two stock Space Station Cores together, or dock a stock Space Station Core to a pre-existing space station, then either de-orbit or dock to another node on the station. You must ACTUALLY fly this mission. Insiration:
  11. The Kerbals would obviously have to have some simple Ai.I, to give them surprised/curious expressions and to avoid the rocket. I'm also thinking that the Kerbals' models would simplify and get less-defines the further from the camera they are, to the point of them being simple sprites when view from the skies. Cars would be similar. If viewed from high enough, cities would be just a texture overlay like in EnvironmentalVisualEnhancements.
  12. No. They're all randomly generated upon the part loading for the first time.
  13. I know that cities are going to be implemented at some point, into KSP, but how? (Let's ignore the unpleasant little man in the front row saying loudly that kerbals live underground) Kerbin is very big. Not nearly as big as Earth, or even the moon, but still very big. You can't just make every city manually. You also need some way of connecting cities, such as roads, trains, and probably airports. You also need to have Kerbals walking around the cities and cars moving, being busy and whatnot, or else Kerbin's a planet-wide ghost town. Perhaps procedural generation of cities is in order. There would be a few building props and things, and they would be procedurally generated when you get near them. (and they'd be the same cities in each game you play, so save files are compatible with other players) Rural areas would also need simulation, and I suppose procedural generation could be used there as well. Cities would be their own biome, too. There would probably be a few pre-built cities, like the one near KSC, to be similar the city of Cape Canaveral.
  14. So there's no way to use a good-looking Kerbin with RSS or 6.4:1 Kerbin?
  15. Has anyone made an accurate map for 6.4:1 Kerbin/Realsized Kerbin? (Both Kerbins have similar land deformations, and both are closer to each other than the stock terrain) The map transition at 80-100 km is really bugging me. Also, don't bother using Visual Enhancements on 6.4:1 Kerbin or RSS, because it Destroys the terrain shaders and makes the atmopshere look like crap. I know it's WIP, but there's a major problem. Why bother making something compatible with RSS if it just makes it look worse than it already does?
  16. Anyone who's good at 3D modelling willing to take the challenge?
  17. I am horrible at papercrafts. When I was a kid I was great at them, but now, I have no idea what I'm doing, especially with my giant fingers! I would REALLY LOVE a collection of much simpler models using simple shapes like cylinders, truncated cones, and flat textures. The Poodle's spheroid object, for instance, would be a single cylinder or cone, and the Mk1-2 Command Pod would be just one flat cone without windows and the three different sub-cones.
  18. Can you njust get a download link to the whole pack rather than sharing it? EDIT: It's fixed!
  19. The link brings me to your My Files page, but no dl link. It seems to be broken, as none ofr the buttons do anything.
  20. I thought ModuleAsteroid gives it the ability to have a procedural generated shape. Apparently it just makes all parts asteroids, with the gray rocky texture, and random shape. In the VAB, the Nuclear Motor I used to test the part had shrouds on and engine effects coming from the bottom. When I tested it, everything exploded, because Nuclear Egnines, Fuel Tanks, and Command Pods don't have high impact resistence to suddenly changing size. And there's still an engine working on it. Also, the shape of the asteroid seems to be different every time, like you'd expect, but I'm not sure if the size actually changes. And it seems the model of the nuke and whatever part it was attached to still reside inside the asteroid's model. And now it turns out that asteroids already have a base model, probably something made during testing. it's just a lumpy plain-grey blob in the vab, and it radially attaches to parts in it's center, so it covers up the command pod it's placed over. Like the Nuke, it gets a random shape and size-class at launch. Download the placeable PotatoRoid. (Place PotatoRoid folder in Gamedata/NASAMission/Parts) So then I decided to put them together. Aside from a jump at launch due to colliding with the launchpad, they actually work quite well. they sort of wobble around a lot, but the joints don't break. Also, turns out PotatoRoids can be placed alone without another root part.
  21. So then I decided to put them otgether. Aside from a jump at launch due to colliding with the launchpad, they actually work quite well. they sort of wobble around a lot, but the joints don't break. Also, turns out PotatoRoids can be placed alone without another root part.
  22. And now it turns out that asteroids already have a base model, probably something made during testing. it's just a lumpy plain-grey blob in the vab, and it radially attaches to parts in it's center, so it covers up the command pod it's placed over. Like the Nuke, it gets a random shape and size-class at launch. Download the placeable PotatoRoid. (Place PotatoRoid folder in Gamedata/NASAMission/Parts)
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