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winn75

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Everything posted by winn75

  1. Great mod ! I feel the same about contracts as it force you to do things to get money. IMO ksp is all about your own challenges. Remember me a old mod in wich building rocket cost science. (!) It was fun and very challenging with a cool gameplay loop (you needed to spend science to launch rockets to get more science) and was all about making profitable mission and effective designs.
  2. Old KAS part attachement have been updated to Kerbal inventory System. To attach a part, your kerbal need to be a engineer and have a tool in you inventory (wrench or electrical screwdriver) and equip it. To do that, you can right click on it in your inventory or use the keyboard shortcut (1-8). You can now attach part by pressing (and holding) "X" key when you are in "place mode" (= the part you want to place is green). I'll work on a new KAS user guide next week (I planned to do it earlier but I had to finish some freelance work first ). No (not yet). You can transfer your crew through pipes thouth.
  3. #playtime post# I was just chatting with Kospy about futur plans for KAS/KIS and fun things that could be done with winches and we talked about this idea : Cable-car! It works fine, using two winches, plugged attachement, one winch in "inverted control" mode and using 5 and 2 Keys of the NumPad. If someone tries to make a big one near a cliff with edited maxLenght in .cfg we'd love to see the screenshots
  4. Does the part break/explode? : My guess is to raise the value partBreakForce, staticBreakForce, breakingForce or breakingTorque
  5. It become a problem when one part remove the purpose of other parts. As if you'd have an ultimate engine (high/isp+power ; low profile/mass). It would remove a lot of interest/complexity of KSP. IMO even best parts need to have drawback even in sandbox mod ( it's easy to create something overpowered and add it at the end of the tech tree or set an high cost for it). So, what about something like that? Inline container (mostly used for : space stations, cargo ships etc...) advantage : keep you ship center of mass balanced, can be accessed from IVA. disadvantage : low weight/cargovolume ratio (have extra mass). Max volume limited (have smaller version as you sugested). Radial "crate" : (mostly used for : ground operations as truck payloads) advantage : high weight/cargovolume ratio. Bigger max volume (maybe extra volume bonus?). Can be interchangeable using mounts. disadvantage : Need "weight symetry".
  6. The problem is having many version of inline containers will make them too versatile and will decrease the use of radial one. So I didn't planned to make a smaller version of inline container yet but i'll keep the idea in mind
  7. I'm writing the user guide and noticed that problem too. As I'm going to explain in it, you need to use the CC-R2 Connector port under a winch to attach your payload on it in the VAB. But on this version there is a problem with attachment rules (i'll ask kospy to change that for next version). Until then you can fix this yourself pretty easily by editing in the cPort1 part.cfg Just change the line : "attachRules = 1,1,0,0,1" by "attachRules = 1,1,1,0,1" Now you can attach another part under a connector port in the VAB and create (sky)cranes
  8. My PB is only around 25 - 30m/s for now, so actually no I was just extrapolating (a bit). It doesn't seem much but this is fast and requires a good timing. I'm not gonna tell how it ended but I wouln't recommend you to do the same IRL Well, the part has a very high crash tolerance (200m/s) but game physic have limitations so unfortunatly very high speed attachment might be tricky However I did many cool experiments and this part give nice possibilities (as the hook grapple) with a new design without being overpowered. I'm eager to see what players will do with it
  9. Want to catch an asteroid flying by it at 200m/s? I added a last minute new part : harpoon. - Act like a grappling hook with a more compact design. - Winches and nodes attachable. - Can be used as landing legs for high speed / slope landing on small ships. - Rosetta like missions purposed and anything else you can imagine Coming soon!
  10. I took some time on my sleeping time this week to update KAS models and textures to have them ready for next update. Its something I wanted for a while but then KIS happened Here's a preview :
  11. - [Feature] Part snapping on stack nodes (electric screwdriver only) Don't forget to change your attachment point with "R" key to select the node you want to use for attachement. I updated the guide for more explanations about new features. (Just taking advantage of your comment to highlight this one in the forum before people ask )
  12. Well you can store much in the 20 000L container but not everything Here's a screenshot : Ho and btw, I just finished the user guide update. It will be very helpfull to explain the new features
  13. Hey guys, many of you asked for it so here it comes... Here's a wip for a 2.5m inline container accessible from the inside of the ship. I got inspired by the ISS multipurpose module for the "square plates style" but i kept a simple cylinder for the global shape (to avoir space between them if you stack them). As the part is quite large, I worked with bigger textures than usual and added a lot of detail with normal map. I still have a bit of work on it to make it fit other parts as science lab or crewcabin. I'll maybe add some yellow/black stripes somewhere or decals (even if i try to keep it color neutral).
  14. There are only 16 parts in KAS. But we'll rework the mod to improve performances : - I planned to merge the four winches into only 2 (a stack one and an vertical/horizontal one with better models). - I'd also like to merge the connector ports into one part as they serve the same purpose. - Containers and container mount will be removed as the inventory system will be managed with KIS (I'll add more container types later in KIS). - Some new parts with new unique purpose should be added. - In KAS some part actually use 512 textures but I improved my texturing skills and i'm sure I can have even better render with smaller textures (KIS container texture is only 256 for instance )
  15. I totally agree and you're right on that point. Gameplay can easily be used as an excuse to make things convenient. But... Well, it's not our way. IMO, in simulation games, "simulation" doesn't mean "real". Au contraire, a simulation "simulates", it "fakes" reality. Then, the point is not to make something real, it's to make an illusion of real. And as it's a game, it has to be an "entertaining realism". "Real" include boredom or frustration elements as waiting (too long) or repeating (always the same thing). The "gameplay purpose" I mentioned is not an excuse but a conscious choice, to limit those element and to keep the player interest and entertainment high. So about the inventory size, we want a good balance between believable (to keep that cool illusion) and gameplay focus (to avoid the "annoying realism" effect). Anyway, the setting.cfg is here to allow you to change those parameter ther way you want
  16. Yes we'll refocus KAS on attachment (winches, cables, struts, pipes... and more). Container also help lowering your part count and move multiple parts around. You can actually carry more parts with the new EVA inventory. But don't worry, we're thinking about EVA container manipulation in space. 30cm3 seems to be a m3 to cm3 conversion error. We still want to keep the value quite high for gameplay purpose even if its a bit less realistic.
  17. I'm already thinking about concept about part manipulation during unmaned mission I also made a model of an eva tether but we didn't included it for the first release as it wasn't ready yet. We're thinking about possibilites for this item though.
  18. We'll just remove the outdated KAS inventory system and refocus it on attachement (and add cool new things). Space Kreepers, EVERYWHERE! Running toward you at 2000m/s Just jocking. We already have some potential ideas about mining or crafting though... But first, we'll need to update KAS and improve KIS once we'll have enought player feedbacks.
  19. C'est bon on a fini le travail et c'est en ligne : http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-0 Enjoy
  20. Part manipulation is explained in the user guide You can drag an drop it back in the container inventory GUI (But you must hold the mouse button otherwise you change to "drop/place mode"). Science samples are not supported as EVA items, but that's a nice idea.
  21. Hey guys, KIS is ready for a first release and you can download it now! Here's a link to the thread: http://forum.kerbalspaceprogram.com/threads/113111-0-90-Kerbal-Inventory-System-%28KIS%29-1-0-0
  22. Don't be, I just double checked and realized... Ok, I was really wrong. The orientation autosolve by quitting the edit mode (don't really know how but this is cool!). Sorry for my mistake i'll update the previous post. So...that great, I learned something very useful today (this is gonna save me a lot of time : thanks )
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