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Meatsauce
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Everything posted by Meatsauce
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This one http://forum.kerbalspaceprogram.com/showthread.php/40105-Multiplayer-mod-%29?p=514934#post514934
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snip - I happily stand corrected
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Whoa! Keep working on it, looks promising.
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Converting Cardinal Directions into HyperEdit coords
Meatsauce replied to Benie's topic in KSP1 Tools and Applications
Rom's lasor mod will give the coords in decimal format so you can plug them in. Just use the landmark feature. -
Ill have to go back and read it again but I thought he mentioned collisions. If so, then I imagine gratuitous death, destruction, and chaos would work nicely, and boy would it be fun. The lasor mod and its missiles (plus the GAU) would be hours of GDDC enjoyment. Imagine this scenario. Cruising over the north pole at FL200 you spot a contact low 2. The craft is identified as hostile as it does not respond to an IFF request. You accelerate and roll in to engage. Now you're within missile range and loose your last missile against the opponent. The other guy (defender) detects the threat (yes, we'll need threat radar with audio prompts) and deploys decoys or sunbeam to knock out the missile. He defeats your missile and is turning to flee. You're faster so you close the distance and arm your twin GAU cannons. The defender is slightly more maneuverable and has you on his radar. He begins to jink, anticipating the gun attack. Since you're faster you can fight in the vertical, so as he turns, he loses sight of you. Above him now, and hiding in the sun, you dive on your prey. You score a snapshot. You laugh maniacally as you pull a full g's, just to watch his craft breaks apart in a cloud of parts, flame and smoke. During the melee, you notice his parachute. You bank hard left to finish the job, when two bandits appear on radar. The fool you blasted managed to relay your position to his pals! Threat radar now shows four inbound missiles - range 8000 meters & closing awfully fast. Low on fuel and out of missiles, the hunter has become the hunted. It could be... -- With respect to mods - it isn't a problem so long as servers have modpacks or a list of required mods. I almost see mods as essential for gameplay, in particular MP. The issue there is that plugins will likely have to be written for a MP mod. If this works and gets traction; it might not be a big issue if everyone works together (which we've seen) For coop or even free-space / freelance gameplay; kethane, remotetech, lasor, and probably a dozen others would be pretty sweet. I would love some feedback from plugin devs on this one also.
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Outstanding! subscribed! Some original city name ideas; rotatta spanakopita delex new barter gleisium fargus macho bidacjo planetia crashtopia new crakatos Would like to add that I love the idea of building (and) using custom roads between user-built cities. Consider adding some ambient sounds to cities. Maybe a very low and random wind. Now if only we could visit our buddies in different cities around kerbin ...or the mun
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Incredible work. Suggestion: I'd like to see a graphic representation of the vessel, with data points on the parts such as temp, stress, and color changes on areas that may or will fail. Would be great to have master caution alerts / event sounds on prompts (like an alarm and visual cue when parts are high-stress for long-duration)
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Why apologize for not putting a picture? Why not, ya know - put in a picture or two?
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[0.20.2] Mission Controller v0.10 (06/24/2013) [ALPHA]
Meatsauce replied to nobody44's topic in KSP1 Mod Releases
Any chance of writing integration with Quickbooks or Quicken? -
You rock, Innsewerants! Thanks for a great plugin.
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This is getting close to a plugin that I wanted to build or inspire. Basically a line-of-sight communications system that uses packets to send/receive instructions or science data. The radio relay and remote tech plugins come close, but stop short of the real value in the experience. Yes, it is fun to build networks that draw blue lines across space, but I want to send/receive commands, telemetry, and other data from one scene, and have it influence / observe the vessel that is on rails. Even if it was simulated, it would still be fun. Would be cool to procedural generate RTTY or astronomical RF phenomena and "listen" and/or track it. For example, I slew a dish to Jool to listen to my probe's transponder and decode image or science data.
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Same behavior here. RC is bugged and poorly implemented. I believe Rom will revisit it after getting some other stuff out of the way. I also experience the rapid explosive disassembly when using RC or coming into range (approx 6km - despite 96km dist. setting) Any launch supports not destroyed will warp to your ship location, causing a disaster of kiblical proportions, so make sure the mod is on prior to activating that first stage. I've been trying to use RC to remote launch a ICBM and shoot it down as it flies over alla Missile Defense Agency. Wanted to make a North Korea-esce type fan movie but the instability of RC for launching but the kabosh on that idea. I managed to get it to work once or twice, but it is wholesale frustration.
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If you have MJ2, uncheck auto-stage under ascent autopilot.
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Right on, thanks for the response. F&F, and an option to add a quick delay for the missile to clear the air-frame would be two solid improvements for the next missile attention. I agree the remote control does need improvement overall. I can kind-of setup missile defense scenarios but its clunky (remote vessel explodes > 6km) when you activate the remote link. I've also seen launch supports follow around craft under control. I'll make a video soon so there's record if you ever find yourself going back to RC. Re: weld/detach - I must need an update; going to try them out and let you know.
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Hey Rom, what do you think of the suggestions I made in my previous post? @JenkNkero - so let me see if I have this straight; your function will let us actually send up cargoloads of parts, and then actually assemble them in orbit? So for instance, if I launch a craft prior to installing MechJeb. I could send up a service module to attach the MJ part to the hull, and have it operate on the serviced vessel?
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This is by far my favorite plugin for close to a dozen reasons. Still, there are only three features that sit at the top of my wishlist; Fire & Forget Tracking - missile is assigned target and locks on when released; freeing up the 'targeting computer' to track and engage other targets. Remote Tracking & Launching - enabling the remote targeting and tracking of vessels within the detection sphere (97km limit) - control another laser system for the purpose of firing missiles at yourself... Targeting-Servo - articulating tracking part assembly that will point an attachment (such as a missile, sunbeam, or projectile cannon) at the designated target These three would significantly expand the game-play aspects of the plugin for me. F&F is pretty direct; I fill some harbor with ships, swoop down in my heavily armed attack aircraft, and lite 'em up in a swarm of missiles. Remote tracking & launching also expands on the possibility of some serious repeat playability. The ships I mentioned above could fire back! You could do "trench runs," deploy counter-measures in defense scenarios, practice in-flight missile avoidance, and/or build your own missile defense capability against short range ballistic missiles. The servo would let us mount the sunbeam, GAU, or missiles which would do as described. It would also let you do mouse aim so when someone finally develops a howitzer, you can aim it and practice artillery. Now if you automate (flight plans - vessel spawning?) these things, you would have almost unlimited SP mini-games. I foresee preset scenarios that are populated with various targets, mission objectives, and enemies. One could just download it, grab the necessary mods, and purpose-build craft to complete the objections. The kicker is almost all of these suggestions would have "civilian" applications as well. Just some ideas, I know Rom has got his hands full with other great things.
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This was plaguing me. I had to attach a multitude of struts to keep her together. After adding struts (many) - it was at least able to withstand a rocket-assist take off. I haven't even tried landing her yet. It felt better, but the nodes might require additional strength. The other is takeoff speed & runway length. There are times she won't lift at all, and the one time I got her close, I clipped some debris at the end of the runway and you the know rest of the song. Now do the large wings lack sufficient lift? The vessel below has a great TWR and enough lift for powered flight, but it seems I need almost double the runway length to build that necessary lift. I've tested rotation at a few speeds, going along with the overspeed / compression concept, but not systematically and with little luck. I've also noticed that if the air frame deviates during hyper-sonic flight, the wings rip-off and things go boom. Everything went as expected. http://imgur.com/2N3uKtS
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The Mark 4 base presents: All you will ever need pack!
Meatsauce replied to The Destroyer's topic in KSP1 Mod Releases
Both download links seem to contain only crash reports. Can you attach to the first post? -
That wouldn't make sense. MapSat simulates radar mapping, which would detect and report on anomalies
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Oh man I can't wait for this one