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CaptRobau

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Everything posted by CaptRobau

  1. I'm making a mod which adds gas giants, using Planet Factory Revived as a template of how to use Kopernicus. That's nearly done, resulting in the Kerbol system having Saturn, Uranus and Neptune like planets. Now Eeloo is between Jool and my Saturn-analog and I want that to change. So how I change the orbital stats of existing celestial bodies using Kopernicus?
  2. This is really very cool. Can't believe I missed this for all these months. This might actually be a way to make life support work.
  3. If there's someone other than Porkjet that can pull this off, it's you. Can't wait to see what you'll come up with once way in the future.
  4. Most of you will know Porkjet's excellent Habitat Packhttp://forum.kerbalspaceprogram.com/threads/64442-Habitat-Pack. It provided the community with a type of part that was rarely seen before in KSP circles, but one that has become increasingly important for the future of manned space travel: inflatable habitats. The Habitat Pack is started to show its age. It hasn't been officially updated since 0.23.5 and there can still be a lot more done with the concept than the current number of parts in that Pack. There are other mods that have done a few inflatables, such as OKS, but they haven't captured the stock look and purpose as well as Porkjet's parts have. As such I'm putting in a request for a modder to take up the task of making a new inflatable hab pack and go above and beyond what Porkjet has already done. Ideally Porkjet would finish his great mod, but at the moment it looks like the old chap is far too busy doing all sorts of wonderful things for Squad such as the new Mk3 parts. To help the process along I've written down some suggestion for parts. Potential additions to the part types Porkjet already made, changes to the way Porkjet implemented certain things, etc. Maybe it can get a discussion going about the subject, which will help inspire someone to do something with this request. 1.25m inflatable habitat The way Porkjet did this is pretty much perfect. 1.25m nodes on both ends, with on one side a small airlock part with a place for Kerbals to enter/leave the hab. I think the only thing the Porkjet version missed was an IVA. 2.5m inflatable habitat Only one critique on how Porkjet implemented this: the part has 1.25m ends, even though its core was much closer to 2.5m. This limits construction option. It simply needs to be a 2.5m version of the 1.25m design, so no tapered ends. 3.75m inflatable habitat Where the 1.25m hab was inspired by the Bigelow Expandable Activity Module and the 2.5mish version in the Hab Pack by the BA-330, the 3.75m version could take its inspiration from the massive BA-2100. Multiple levels, a gigantic habitable volume, this thing would allow one to house at least a dozen Kerbals. 1.25m inflatable centrifuge Porkjet's version is already spot on, so it woudn't need to be much different. 2.5m inflatable centrifuge The 1.25m version is fine for space stations and what not, but for a spacecraft its diameter is too small. A 2.5m version would fix that. 3.75m inflatable centrifuge Necessary to make something cool like this: Anyone else have any ideas what kind of inflatables would benefit the community?
  5. What are you talking about? Aerodynamics was mentioned as being on the board for a post 0.90 update.
  6. I also see no reason why it'd be against the rules. I have to say, I'm intrigued now.
  7. Would it be possible to split the fins from the rockets and offer them as separate parts. Then one could experiment more with fin placement.
  8. It's one of the remaining 'old' parts. It needs a redone model and a cfg fix in one go.
  9. I had the urge to kitbash some of the realistic designs from Tantares together, to create a space pirate vessel. The Nassau, as it's called, was cobbled together from early 21st century spacecraft parts. It operates from a large pirate ship, so the crew only has to live in the cramped space for a few days at a time. It is armed with four rocket pods and four chainguns. The low accuracy and short range of the weapons means its no match for patrol ships, but its formidable enough for unarmed merchantmen. The Nassau's tactic is generally to hide behind moons and asteroids on near low-traffic routes. When a helpless victim passes by they quickly catch up to it and either skewer it with the claw or if the victim is submissive enough, dock to it with its rearfacing port (while one of the crew keeps the chainguns trained on the ship). The majority of the habitable volume can be found in the forward cargo bay. So when it is filled with loot after a succesfull raid, the crew have to make do with a closet space each of room for the return journey.
  10. Would it be possible to have the rewards be multiplied by the number of Kerbals. So if you get 1 Kerbal to the Mun, it'll be worth less than if you manage to land 3. Also noticed that the ModuleManager included is a few version behind the current one.
  11. http://forum.kerbalspaceprogram.com/threads/60961-0-25-TextureReplacer-2-0-2-(6-12-2014)-GUI-for-customising-Kerbals/page29?p=1325066#post1325066
  12. There's already a basis with the standard white suit. There are helmet stripes and suit stripes. This mod shows what the color-coded system would look like when sticking close to the current look: Not bad if you ask me. Maybe tone the colors down a bit, but other than that it's a pretty clear system.
  13. Red for command, yellow for engineering and blue for science feels the most natural to me. Must be all of that Star Trek: Voyager watching as a kid. The later Apollo suits had the commander given red stripes on the helmet and limbs of his suit, btw:
  14. Probes cores still have reaction wheels. The only thing that is different between them is that more advanced probes can point to things like anti-normal, radial, etc. As Daze explains: Nothing has changed. The more advanced probes are getting features that weren't there before. For stock it's a great idea, as it will make newer probes more interesting choices in career mode. Before you only switched from the Stayputnik because it's shape wasn't that great to work with. There was never much necessity to switch anything, except away from the Stayputnik. While it does remove some freedom, in terms of gameplay it's much more interesting. Mods will no doubt undo/mix up the changes, so that it's more interesting for more experienced players who just want the freedom.
  15. A lot of people are saying that you need high-tier probes to get SAS mode (or Stability Assist as it's called). Seeing as SAS is the lowest tier for pilots, I imagine it works the same for probes as well. This is the order of the pilot upgrades: Stability Assist/Pointing to Maneuver Nodes Pointing to Prograde/Retrograde Pointing to Normal/Anti-Normal Pointing to Radial/Anti-Radial Pointing to Target/Anti-Target This is the order of the probes in the tech tree (same numbers mean same tech node unlocks it): 1. Stayputnik 2. OKTO 3. HECS 3. OKTO2 4. QBE 4. Small Remote Guidance Unit 4. Large Remote Guidance Unit If this is not changed I think we'll be seeing an upgrade progression like this: Stayputnik: Stability Assist/Pointing to Maneuver Nodes OKTO: Pointing to Prograde/Retrograde HECS/OKTO2: Pointing to Normal/Anti-Normal QBE: Pointing to Radial/Anti-Radial Small/Large Remote Guidance Unit: Pointing to Target/Anti-Target
  16. Because there are higher difficulty settings, where it isn't so easily unlocked.
  17. That part of the dev team is not just working on destructible buildings. They're working on upgradeable buildings first. All those buildings have a destroyed state, but most of the modelling work is being put into the designs for the non-destroyed state (which they can more easily destroyify) and the non-modelling work is all focussed on making the buildings upgradeable and have those upgrades mean something.
  18. All these new additions seem to finally make career mode interesting. Every part of the game seems to be about progession, not just the tech tree anymore. This will do wonders for balancing efforts too, because things can be gated much more differently than before. More importantly this is unlocking a potential treasure trove of interactivity for mods that was previously unattainable. Also this little gem: Thank goodness. Tac Fuel Balancer was too nebulous, but its usefullness was still pretty big. This little tweak should bring the best of both worlds. Very excited for this update. Btw, thanks for summarizing it all Obsessed.
  19. Beale, will you be making the Expansion Module for the Fuji (the orbital module at the top of the image)?
  20. I think scientists can be better represented by a boost in manned science experiments (reports and samples). Every astronaut will get some basic instructions into how to read the environment that they're landing in or choosing the right samples. But a real scientist would be able to read the environment like a book and make his own conclusions about what he's seeing, etc. I like your ideas about engineers though. In-game features that are somewhat engineering related (although there's some overlap with scientists/pilots): -Maneuver planner (lowest level Kerbal/probe wouldn't be able to do this, but subsequent levels would) -Burn time -Being able to tweak things like thrust limit, what axis control surfaces work on, etc. in flight -The ability to place multiple maneuver nodes -The ability to see multiple future trajectories
  21. All released SP+ were included in stock (albeit with some modifications). There are however a few parts that Porkjet was working on that were never released. Maybe after he finishes the Mk3 parts, Squad might want him to finish these parts.
  22. Part clipping is now default (the announcement was worded a bit weird I admit, so I understand your confusion). The Alt-F12 cheat does still exist but it only toggles the ability to put the same part in the same place multiple times. Also I wouldn't worry too much about the builder changes. They're designed to make complex building easier and from what I can tell they're succeeding. You'll be building crazy stuff in no time and they'll be crazier than ever before.
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