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Meatsauce

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Everything posted by Meatsauce

  1. Would that matter; I thought gravity is a result of mass, not velocity.
  2. This shows incredible promise when an API is introduced. Right now its really hacking the game to get the values you need for conditions. As op had said, the values may change so best any work you do is based on standard variables. Nice work! I\'m itching for that API just as much as the next guy
  3. Just starting playing around with making my own modules, and got as far as a single attachment point in the center of my part; // --- general parameters --- name = testPart001 module = Strut author = Evis // --- asset parameters --- mesh = test-model-001.DAE scale = 0.1 texture = test-model-001-1.png specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.0 // --- editor parameters --- cost = 1 category = 3 subcategory = 0 title = Station-Module-A1 manufacturer = Meatsauce Industries description = For use in testing payload capabilities // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0,1,0,0,1,0 node_stack_bottom = 0,-1.5,0,0,1,0 node_attach =1,0,0,1,0,0 // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,1 // --- standard part parameters --- mass = 0.01 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.1 angularDrag = 0.1 crashTolerance = 5 maxTemp = 3600 I believe I have my attach config all sorts of fubar. Also, is there a function to allow a custom sound to be played when a particular node is severed? If so, would someone be willing to share a snippet? Should be noted that I found the wiki article, but the code still escapes me. Cheers, -Meat
  4. Thank you for the insight! If there was some output values to grab; that seems like half the battle. I'm curious if a dev could have a say.
  5. Hello Folks! I've become addicted to KSP like the next person, and my history with model rocketry & aviation as a hobby is giving me too many ideas. I have built rockets and subsystems in other games (most notably in garrysmod); with KSP, I really would like to attempt vGUI for cockpit views. This is not a possibility just yet I am to understand. This unfortunately was my first idea at attempting to mod for KSP. Something old - I actually have much better EGP3 avionics screens, but this shows you the first concept. The entire rocket was just teeming with avionics, mission data, and other fun status stuff. I even included an audible alert system. Which leads me to my second, presumably do-able concept; how about a sound mod based on game events & conditions? And no - not a rocket sound mod; but a computer of sorts - detection based with soundplay as audible cues for events. Those of you familiar with aircraft technology will know all about 'bitchin betty' - and audible alerts. I'm thinking - why should this be tough in KSP? The core list of ideas / events / triggers; 1. 'Altitude' - Warning when approaching ground level 'Tone' followed by 'Vocal Alert - Altitude' 2. Radar Altimeter Call-Out - Mod calls out 2000,1000,500 ...100...50...40...30... (would be epic when landing on the mun) 'Vocal' 3. Master Caution - Triggers on rocket failure events 'Klaxon' 'Whoop Whoop' 4. Rate of Descent - overspeed warning if rate is greater than ship surviveability 'Whoop Whoop' - Vocal 'Rate' 5. Altitude -vs- Orbital Speed Alert - tone or ping to indicate orbit conditions (based on table of oV & alt) 'Beep Boop' 6. Vehicle Radar - Pings when nearby object is detected - rate effected by distance 'Ping - Pong' 7. Stage Fuel Warnings - 75, 50, 25, 10% Trigger values - Vocal 'Fuel Levels are at Seventy Five Percent' 8. ... I figure I could grab the altitude, vertical & ground speeds, and deltaV and use them to trigger sound events. I have a good library of opensource sounds that could be useful or I can produce my own. My questions; 1. What do you think of this concept? 2. What would the community think would be the best way to implement this? In truth, I have yet to invistgate the variables and SDK so my idea may not even be possible. Either way, I feel it would be a good test to see if I can produce some content for KSP. Of course, if anyone wants to help for shared bragging rights, I'd love to collaborate. Any thoughts, feedback, concerns, comments, or notifications of next of kerb are welcome.
  6. It would be neat to build this station with friends; to launch parts, perform docking with the aid of instrumentation and data - and manage sub systems. While a public server would likely become a space tragedy; it could still be metric tons of fun. Personally, I've always found multiplayer environments to be much more enjoyable that building such a complex vehicle alone. Add in the ability to reset the scenario in-case of screwups, and make the world persistent should overcome many troubles. The possibilities are endless but we are resolved that the devs have their own plans for the sim & the undertaking is in itself, complex. Such thoughts tickle my inner rocket scientist, although I get the feeling that multiplayer is not planned.
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