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Everything posted by tetryds
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Will there be any more solar systems?
tetryds replied to iNUKE's topic in KSP1 Suggestions & Development Discussion
I belive that what happened is that the community claimed for not adding such sci-fi to a so physically realistic game (at a certain point). It would break the game balance more than the engine. Also, there are several games out there that provide that functionality, KSP cannot be just one more of them. -
Wormholes for interestellar travel
tetryds replied to tetryds's topic in KSP1 Suggestions & Development Discussion
Or maybe if you pass it at different speeds you get to different places? Would add a new difficult taste to it. Keep in mind that only experienced players will try this. -
Minigame at loading.
tetryds replied to tetryds's topic in KSP1 Suggestions & Development Discussion
Oh crap. Anyway, i saw once that patents were created to give the tech developers a step ahead on the distribution of the technology, and that ALL of them had a deadline and had to be broken at a point. But then they figured out that it gives a lot of profit and that if some US patents were opened other countries could start to freely develop the techs, so they decided to remove that deadline thing. But let's not start a discussion about patents here. I couldn't find "images at loading" patents anywhere so I guess it's fine. -
Right, so, being activelly against any sort of FTL drives, super overpowered rocketry and any sort of tech that does not exist nor is possible IRL, the only possibility of managing to make an interestellar travel is using wormholes. As seeing that a "proven on paper" tech works well at KSP (AKA R.A.P.I.E.R.), a mathematically and relativistic proven effect could in fact be in the game. I can think of it being made in the game in two ways: -A SOI with very low gravity, and you must pass within a limited distance from the center and with a certain speed for getting to the other side. -A portal, a sphere with no gravity that you must reach in order to pass. When you pass it you must be at any random ultra angled orbit or on a freefall for faceplant, then you have to manage to work around the situation. Map view (M) would only show the star and your orbit at first, you will need scanners etc. to find out where are the planets and what they look like. Basically discover the new star system. How many systems the wormholes could lead to is up to the devs if this gets implemented. Wormholes can be periodic, like show up for 1 week every two weeks or toggle yearly. That is also up to how this would be implemented Then, we should take in account for some things: 1- It/they must be really hard to find, and as hard I mean near (when you think it is) end game. 2- Probes require a very high gain antenna aimed at the wormhole in order to be controlled past it. 3- Probes that pass it will get uncontrollable imediatelly when the wormhole closes (signal won't pass the hole). 4- It/they can appear and disapear on different places at different times (though i would rather nowhere near surfaces of planets). 5- You will need a complex infrastructure in order to find them and predict when they will happen. 6- You have no clue where you going to, your tracking station is useless, unless... 7- You map the new star system and manage to go back with the data (remember that it can disapear within a certain time, maybe years, but still) 8- Have orbits of high difficulty, so that you'd have to preform (for example) solar orbit rendezvous in order to do interstellar travel. 9- Come on the other side so you have to travel from the outside in, as opposed to starting from Kerbin and going out. 10- Ship speed should be conserved when you pass through the workhole. This idea is very fresh and far from polished, but I guess its undesrstandable. Anything that you see which could fit better please comment and I may change this. BTW, i'm not talking about how they work or are created, as SABRE still have several technical issues to be solved before it can possibly work, but the engine is in the game. I'm talking about the natural event of the appearance of that hole, even though its not completelly possible to happen IRL (maybe it is, who knows?).
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Minigame at loading.
tetryds replied to tetryds's topic in KSP1 Suggestions & Development Discussion
Hey, I like the idea of more screens. They could be voted by the comunity and doesn't need to have only one source. NASA pictures can fit well too (even better now with the mission pack thing). So we would sometimes have a NASA pic and other times some artwork. The time to load the pictures would be the time the monkey shows up so slow internet wouldn't bother. -
Minigame at loading.
tetryds replied to tetryds's topic in KSP1 Suggestions & Development Discussion
Ok now I decided to patent this multi-shaped instrument made out of any material that you use to pick food, cut and/or eat it. Meanwhile I'll finish this device that does anything, then patent it too! I don't think it's safe nor worth to try to make a minigame with a workaround on the patent. Better just never buy any Namco games. -
Minigame at loading.
tetryds replied to tetryds's topic in KSP1 Suggestions & Development Discussion
http://www.google.com/patents/US5718632 Well, that ****. We won't be seeing jeb trying to hit kranken with a rocket during loading -
Minigame at loading.
tetryds replied to tetryds's topic in KSP1 Suggestions & Development Discussion
Wait, having any sort of interactiveness at the loading screens is patented? Some patents make absolute no sense. It's like patenting a button. -
I remember when playing old DBZ Budokai games, which offered minigames during loading, and it wasnt boring at all. With the alt+tab during (main) loading causing issues if playing fullscreen the game loading is very boring. What if we had a small 2d jeb sit on a booster spinning around on the screen? And maybe have to escape from the Kranken, or seek it.
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Spazer.net Kerbal Multi Player Server Information
tetryds replied to bcspazer's topic in KSP1 Mods Discussions
@Vlad: I had issues with Kethane, but you need to replace it's dll by Extraplanetary Launchpads dll in order for it to work. That caused me to not be abble to place scanners but in your case it can be another issue. -
Non-repetitive textures of planets
tetryds replied to Kulebron's topic in KSP1 Suggestions & Development Discussion
About rendering time, KSP uses little to no GPU So we have spare room for rendering or having disableable features to make good use of our gpus. Fancy effects and heavy rendering would be all our GPUs would have to do, so you would just pull that slider to the point it doesnt drop your framerate and you good to go. -
AMD's Mantle in KSP/Unity?
tetryds replied to Tataffe's topic in KSP1 Suggestions & Development Discussion
This is the same as asking for hardware accelerated nvidia physx. And in this case, it would have a much bigger impact on the performance for nvidia gpus than mantle could for amd ones. -
I agree with that suggestion, it doesn't bother me much but if it moves around when on windowed mode it's a fair request. I would also suggest that when moving the camera around on the KSC view, the mouse passing over the buildings should not select them. At KSC view it gets locked on the center but keeps passing on the buildings which can cause lag.
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Sim o modo carreira já funciona mas ainda está em desenvolvimento. Não sei qual a última versão que covê jogou mas muita coisa mudou nas ultimas atualizações. Vc deveria dar uma olhada. A partir do dia 10 eu vou começar a fazer um tutorial extremamente detalhado, você não vai mais ficar preso em Kerbin
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Is there such a thing as a "modpack" for KSP?
tetryds replied to Streetwind's topic in KSP1 Mods Discussions
Not sure if it's planned, but i know that Spaceport 2 is/was under development. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
tetryds replied to Majiir's topic in KSP1 Mod Releases
edit: nevermind, i had forgotten to replace EL dll at kethane. -
Spazer.net Kerbal Multi Player Server Information
tetryds replied to bcspazer's topic in KSP1 Mods Discussions
Installing mods, will be there ASAP! edit: you misspelled "Extraplanetary Launchpads" as "ExtraplanetaryLaunchpads", had to delete the space to be abble to join. LANDER 4 and Habitat ships did not load, it said several parts were missing. edit2: both seems fixed, and map reset now good to go! -
Multiple radial attachment points
tetryds replied to Kasuha's topic in KSP1 Suggestions & Development Discussion
That is a very good suggestion. Also, de ability to drag the attachment point along a defined axis by holding a button. Like, you place the wing there, then click on it and hold K then move it with the mouse clicked and its atachment point will remain where it was but the shape will move on that axis. Should be limited by simple part size parameters. -
Is there such a thing as a "modpack" for KSP?
tetryds replied to Streetwind's topic in KSP1 Mods Discussions
If we have Spaceport 2 integrated with the game (AKA ingame spaceport), a "modpack" would be just a set of names and maybe one or another config file. It would download each pack from its respective owner, then replace the needed config files with the pack ones. Then reload the game (or make some magic) and you good to go. -
The Bubble Ship from Oblivion! 2-Kerbal VTOL
tetryds replied to Cruzan's topic in KSP1 The Spacecraft Exchange
That thing is just cool. Great job! -
Nice, how many players can it handle?
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@JohannesMP: Or make each SOI a timespace, but I'm not sure it's big deal, considering that the current method already works.
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Some SSTO's can orbit with like 3000dv, and another smaller ones can orbit with less percentage of fuel yet require less fuel to fill. Orbiting 500l for the SSTO might not be that expensive. But I can only say for sure that they will be deffinitelly worth if you already have a refueling station setup in orbit. But specific refueling missions just for one SSTO will deppend a lot.
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What do YOU want to see in 0.24?
tetryds replied to MaverickSawyer's topic in KSP1 Suggestions & Development Discussion
@JK: 1- Pass the mouse on the top of the map view or tracking station 2- Change mode on the settings menu. Kerbals are actually very easy to control, the rcs backpack mode is meant for EVA in orbit. 4- I belive that it will never happen, mods aren't DLCs, they are made by community and should never be used for advertising. Some modders are hired by Squad, and often add some parts of their mods which fit very well in the game. 5- Click with middle mouse button to pan the camera arround so you acn see the engine. 6- Build the rover on the SPH then save it as attachment to import to VAB. And i belive that using so many *s does not highlight your point of view about something