Zaeo
Members-
Posts
196 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Zaeo
-
lights using power
Zaeo replied to rockets-don't-make-toast's topic in KSP1 Suggestions & Development Discussion
Personally, I LOVE IVA. However, I am unable to make safe landings without RPM. The guide ball just isn't enough. Should RPM features be integrated into the base game, even if its for more "Advanced" pods or have an upgrade system to buy RPM for science and money for a specific pod, I'd be all over that. There is a "difficulty" setting manager. For those of us who like challenges of managing power while in IVA, tick "use Realistic power drain for cabin lights". Problem solved. -
Naming scheme for your ships! (0.24 edition)
Zaeo replied to mangekyou-sama's topic in KSP1 Discussion
I name my saves starting with "Operation:" and come up with a space themed name, for example. "Operation : Firestar" is my Spaceplane devision, and "Operation : Solar Wind" is my rocket devision, manned edition. "Operation: Silicon Universe" is a probe oriented mix of rockets and spaceplanes. From there, Firestar has 3 series: RSC, AVR, and Xp. RSC is simply "Reliable Spaceplane Contract edition", AVR is "Atmospheric Vehicle Refined" and Xp is simply "Experimental" to test the iterations before moving categories. RSC - TDB 01 is one craft I have, TDB means Thermometer, Dish, Barometer, which simply is a long range high speed aircraft that is bound to kerbin for taking temperatures and readings of atmosphereic stuff on the fly.It was created when I ended up getting 4 contracts involving temperature and barometer readings at various places. Operation : Solar wind, is a bit more complex. "Xp" is still there, but there is about 12 different series of rockets based on needs, which also have sub-assemblies associated with them. They are based on the payload they launch via weight, and style of launch PSL (Parallel Style, Light) Which means 5 ton payload or less. The two outer tanks are liquid and feed into the center main engine, which all engines fire at launch. ASL (Asparagus Style, Light) Which is a 8-12 ton payload, two sets of parallel stages, for a total of 4 support stacks. PSH (Parallel Style, Heavy) This is my workhorse series, designed to launch a payload of 15-18 tons into a 600 km orbit, It uses two 1.25 meter support engines that feed into a 2.5 meter skipper launch engine. There is a Orbital achievement stage, utilizing a small 2.5 meter tank with a poodle engine, and finally the transfer stage, which can be removed if you are launching within kerbin's SoI, but it is a 1.25 meter medium tank with the 30 thrust rockomax engine*Those things are friggen overpowered, I love it!* I have a Subseries for these, which makes them so varied, but those are the launch stage names. SE - Science Edition CE - Contract Edition XE - Experimental Edition and finally RE - which means Reliable edition. These are for the orbital achievement and transfer stages. Heres an example of a Complete Vehicle - PSH - REKI II*Reliable Edition Kerbins influence* And thats about it -
http://en.wikipedia.org/wiki/Hydrothermal_vent There very well could be life on Venus, but nothing extravagant or complex. Same with titan, and various other moons. The problem is keeping the sensitive life detecting instruments intact long enough to detect life in these environments. to put things in prespective, Jool is a 1:1 Earth scale as far as the kerbal system goes.
-
First order of business, the purpose of these suggestions are to incorporate an increased immersitivity to KSP. Refurb Hangar The Refurb hangar will be a box zone inside of a now opened up Spaceplane assembly station. This zone, When the spaceplane center of mass enteres, will shut down the engines, stop the vessel, and open up a context menu. The aircraft will have to be moving slower than 20 m/s for the context menu to appear , just to make sure you don't try and stop a speeding craft too quickly, potentially causing fun explosions a terrible accident This menu will utilize the animated kerbal doing random things, and will have the option to refuel the vessel, Repair it to its stock blueprint state,. reset the science experiment parts and get it back on its merry way, free to expkore. For Non space plane crafts, the recovery button will now give you two options, Recover and return(The method we have now) and Recover and Refurbish, which will rebuild the rocket blueprint that it is based off of for a re-launch. Its more for Quick relaunching, less clicking involved. Part Assembly Station It is what it sounds like. Parts are now finite in number and need to be restocked. This requires an additional building in the KSC, or one of the research complex building to be separated out for access. I thought about adding another building, the Warehouse, to show your stocked parts, but that seemed a little bit too much work, when all you need to do is have a small text option on a part " [buy] 001 l<l>l We have 000 in stock" added at the bottom of the part purchase box. The Parts Assembly Station will have the standard assembly UI, the tabs and the parts list, with a few modifications. The icons would be replaced with Rectangular boxes, Exactly how contracts are, with the part icon replacing the contract logo. The name of the part will replace the contract name, obviously. As mentioned above, [buy] 001 l<l>l We have 000 in stock will be aligned to the bottom right hand side of the box, with the Buy button being a dark green. You can still construct the Blueprint of the vehicle, but cannot launch until you have the required number of parts used in the creation of the vehicle. Attempting to launch a vehicle will open up a dialogue box stating you do not have the required parts, and give you a choice to cancel out the menu, or to quick-visit the PAC screen. This is more of a gameplay element rather than a bit of extra to do things. If you don't like being told to buy parts, buy in bulk for preparation for launches. Adding into this would be time sensitive part sales. This encourages people to buy parts while they are on sale, launching a vehicle at a potentially huge decrease in cost. Sale parts will be highlighted green, similar to how experimental parts are are in the build menu, it being blue*obviously*. (Small side suggestion, make contract sensitive parts ALWAYS blue, it is frustrating at times to find a contract part, and overly redundant to look up the name in the contract bar.) The Sale parts will also be visible in the build screen in the VAB and SPH, to alert players that the part is on sale easily. The exact UI elements involved in it is obviously your say, Squad, but If this is implemented, even partially, I'll be a very happy camper, and I'm sure I won't be the only one at that campground.
-
Just found this little mod floating in orbit around kerbin... You have me sold. Now, there is Inline Docking ports, Inline drones, Inline cargo bays, What else can we make inline? *I dislike parts that stick out and make unaerodynamic bits*
-
Limit tech progression to practical progression?
Zaeo replied to Mipe's topic in KSP1 Suggestions & Development Discussion
There will be more than science, which could mean a few things... Early mun rockets might be overbudget for a "New space program" thus proving impossible to do until a few orbital/sub-orbital flights are done. That said, only time will tell. We'll see where it takes us. -
Using a series of small burns.
Zaeo replied to liquidis54's topic in KSP1 Gameplay Questions and Tutorials
What I do, is for probes, find a healthy delta-V (12,000 for interplanetary missions for my Solar 1 rocket, capable of launching 3 ton payloads all the way into polar joolian orbit) And then use the mun as a velocity slingshot into solar orbit. From there, I finetune my target approach via a 2/1 orbit ratio, That is for every two orbits the space craft makes, the planet makes 1 orbit. I then put a maneuver node at apoapsis, which is where the intersection meets, and click "Next orbit" And until i get a SOI interaction, I keep pressing next orbit. You will eventually get an interaction, and should only need ~ 1000 d-V to make the maneuver into orbit. This method will take a LOT of time in max timewarp to get it in orbit, but it will work, every time. Note: if I'm not going to the outer planets, I have about 6000 d-V remaining after all the burns. The only ones that need all 12,000 is polar jool orbit, Dres, Eeloo, and a select few joolian moons. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Zaeo replied to Snjo's topic in KSP1 Mod Releases
That is an interesting way to go about it. The way I was thinking was a series of different size struts, many more parts as a result. That is much more elegant. Slicing the strut off isn't hard at all, as i have designed it to be sliced to accommodate different types of struts*V struts, straight line as examples* Maybe even a "procedural Z axis", similar to how stretchy tanks work if the tweakable integration isn't worth the effort. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Zaeo replied to Snjo's topic in KSP1 Mod Releases
Well, I cracked open the good ol' blender again, and came up with this: I'm willing to give you the resource blend file if someone wants to texture it. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Zaeo replied to Snjo's topic in KSP1 Mod Releases
Considering that kerbal tech is more or less stuck in the 60's, I figured that setup would be nice. Plus I actually really like that plane's look, save the nose, which could use a little work. -
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
Zaeo replied to Snjo's topic in KSP1 Mod Releases
Part Request: Support Flotation Device Inspiration: The wing tip flotation stablizers. I like building stuff small, so the big ones don't quite match my builds proportions. I figured I ask here before a parts request as you have already made the standard floater. While I'm at it, the center piece as a wraparound for a 1.25 meter tank would be sweet -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
Zaeo replied to sarbian's topic in KSP1 Mod Releases
Any chance of getting the fx to change based on altitude? Kind of like how smoke is, but it will change the look of what i call the "thrust cloud". This will change inefficient red/smoky to efficient blue, and hotter? The default smoke effect is dependant on atmosphere, its visible at x altitude, and invisible at x altitude, but can this be applied to change the color of the fx of the thrust vector? Had asked this in the HotRocket's thread but got redirected here. -
I'm not sure that will work, because the asteroids are "to my knowledge" procedurally generated, and are considered "parts". It might be possible if the uv map can be pulled, but how are you going to orbit it? It has no gravity.
-
DLL fix worked. I suggest renaming to .23.5 compatible
-
Hey there, I came here because I cannot remember the name of one of my favorite science related parts pack. It started with an A, and is a rival to KW rocketry/NP, Angra, etc. But, It has fantastic antennas that I "Shamelessly" repurposed into Kethane and ore detectors back in the day. Thanks! Edit: AIES, Got it!
-
HotRockets! Particle FX Replacement + Tutorial
Zaeo replied to Nazari1382's topic in KSP1 Mod Development
Any chance of getting the fx to change based on altitude? Kind of like how smoke is, but it will change the look of what i call the "thrust cloud". This will change inefficient red/smoky to efficient blue, and hotter? -
Looking at this from a different angle... If say we start with 250,000 people, What would their ages be? You don't want your entire population to get old all at one time. Thus, you would have to stepladder the population selection's ages. As hard as it is emotionally to accept, older people would be suited mainly as teachers, to teach the younger generation, and then pass on. any sort of physical labor is not very well suited for them, so things like farming would be very hard to do for them. Certainly, any sort of software programming is also an option, but that's automation, Which you want to avoid. Too much automation breeds on reliance and ignorance, "Why do I have to know how to do this? The Robot does it for us." and when that robot breaks, maybe 10 years after its creation, we could potentially loose knowledge on how to do the task, based on the amount of time passes of reliance. in 10 years time, the blueprints could be lost in the sea of storage drives that will no doubt hold most of the information that the generation ship will have. Too young and you are a liability, potentially getting into something you aren't supposed to, not being able to adapt as easily. I'm talking about the original young ones, the ones who knew earth. Ones born after never knew earth first hand, and are more likely to be complacent. That raises a question of "How young, and how old of a child can you bring with you?" ages 5-13 will have gained enough of an understanding of themselves to become "selfish", Whereas 14-17 might be ideal, as they are growing into the primary work force. Too young to remember earth is good too, as they will be able to adapt to a life if its all they know. The next line of considerations: Crime, murder, etc. How will that be handled? Do we place them in confinement, wasting resources while protecting those who stride to succeed? Do we kill them? At any rate, anyone who murders another inhabitant of the generation ship should most certainly, When found, be dealt with harshly. That, however, is a double edge sword. If they knew the sentence is death, most people will not commit any crimes. However, those who are mentally unstable might not care. If they know that they will die, and still murder someone. Then if your police force is "lazy" and give up the investigation, and pick someone at random to take the blame, then who is to stop them? This has to do with human flaws, no matter what they are like initially, the psychological strain put on the residents would be greater than ANYTHING anybody has ever felt, knowing they can never return home. Prisoners of war were still on earth, they were still "home" in a sense. The point here is, no mater how strict your selection process is, you simply cannot predict what humans will do in the future. The stress the first generation will experience is beyond measure. If...IF it makes it past the first generation, It will be somewhat smooth sailing from there. Next we have the midpoint to consider: 150 years though the trip, interstellar flight. By 150 years, we are literally in the void of space, far past the solar Heliosphere. What does this mean? It means we are blind. We have no relative positioning of what we should be going towards. 150 years is more than enough time for electronics to fail. If we so much as push our course off by .000001 degrees, we could miss our target completely at the distance we are at. We could also get caught up in a number of nasty issues: Rogue planets, black holes, black dwarfs. just being near one of these objects, could affect our trajectory, if we aren't destroyed in the process, bringing us to my previous point. If the right electronics fail at the wrong time, and we cant correct our coarse at this point, we are doomed to wander the void of space, with only luck to rely on. Metals that are not corrosion resistant also will degrade quickly in our enviroment. Iron will rust, copper tarnish, they would need to be replaced, or treated and reused. in the vaccum parts, that is less prevalent, as no oxygen means no rust, so the hull will remain largely intact. That leads us to a few material possibilities: Plastic being the most obvious. It doesn't degrade, and can retain its shape for a long time. Here is what i think is going to be the most dangerous times: 0-50 years, our first generation undergoing extreme psychological stress, far beyond what any human to date has experienced 75-170 Any sort of hardware failure that isn't detected that can result in the trajectory being altered could prove to be fatal. 250-300 Upon final approach, the final generation has to experience a similar psychological stress experienced by the first generation. Leaving behind life as they knew it to create a new one on Earth-2. it wouldn't be right to call them Humans any longer. We would be adapted for space, and re-entering a gravity based enviroment could prove to be fatal. Not including any foreign bacteria that the new planet might have already. Sickness and disease is literally the most dangerous aspect of a generation ship. 0-300 Bacteria, sickness, and infections in general are an issue throughout the ENTIRE trip. out of control fires*uses up precious oxygen* and micro meteorites*perforating the shop hull in weak areas* No matter which way you go about it, it certainly isn't going to be an easy, safe trip.
-
Well, I think that the Concept and the execution were a good idea, but as others mentioned before, only for specific use. Here's what I mean: Before the shuttle, We had rockets, helicopters, and planes. The shuttle allowed us to commit some research towards high altitude avionics, which in turn means that our air breathing planes may have benefited from its creation, making them safer, more fuel efficient, and more capable than before the shuttle program was put in place. I'm not saying this is fact, I have no evidence to back it up, but as they had to deal with things like low-null pressure environments, high heat from re-entry, and many other challenges, this data gathered could have been used in the creation of aircraft that is in use today, with greater capabilities than before. So my point is, regardless of the results we have now, and it being branded somewhat of a failure, Knowledge gained from it cannot be un-learned. We gained some insight on design from its "failure". That in itself makes it worth the cost In my eyes, because it will allow us to improve upon for future missions.
-
That was old KSC, Back before we had a Runway. It is now Decomissioned, and *AFAIK" Has the old big red tower. It will probably serve as a "Museum" of the KSC's Evolution. Its surrounded by mountains?
-
"One major element of KerbalKon has to do with update 0.23. We’re going to be spilling all the details on the release that just so happens to be launching this Tuesday, December 17" Straight from the Tumblr. Another release date. Can't say I'm happy with this change. I liked the "When its done" attitude. Ah well, not like a release date changes the content that is released.
-
Not quite, Its just the features they are adding in .23, but as a mod, It will pull from a server the info generated and then compiled into a list, Or if officially added, It is Per subscribe basis, you see the "science history" of another player. It would be cool to see what other people are doing by means of a "Live feed" of sorts. Not necessarily realtime, but something of an upload, download deal. No save files, Just info streamed from them to a list, Say: Player 1: Transmitted Close approach to Mun to Kerbin: Recieved 20 science Player 2: (Player 1) Transmitted Close approach to Mun to Kerbin: Recieved 20 science
-
With the introduction of tweakables in .23 that was mentioned, spaceplanes should become viable and MUCH easier to control. atm, all surfaces contribute to pitch, yaw, and roll, And with tweakables, you can separate that out to each axis on a joystick, or individual keys. takeoffs will become much shorter, and controlling your vessel will be SIGNIFICANTLY easier.
-
The Nice thing about it is that it could be integrated with Spaceport somehow, you could "subscribe" to other people and get their "mission feeds" that shares their science history so you can see what they are doing, and what kind of missions they do. I was talking more along the lines of a mod though.