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Zaeo

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  1. If you read, It says Passive multiplayer, and listed as discussion, not suggestion. It was more of a suggestion for any modders to create another type of PASSIVE multiplayer mod. I'll admit, its probably in the incorrect section. >.> Little bit of reading goes a long way And museums are sort of being added in .23 according to the post by Harveseter, It just sounds like its text based instead of a small 3d preview of the vessel that did the science with a description. Again, Not a suggestion for Squad, A Discussion to determine the plausibility of a mod.
  2. Hello everyone. I just read the news on .23, and It got me thinking of another type of passive multiplayer. With this, you go into the promptly named "Science Archives" And by using the power of Accordion tabs, or regular tabs, you can see each other's science history. That way you can see what kind of missions they have done in the past. Also, More on a suggestion side for Squad, Would a preview of the vessel that completed the mission be possible in a 3d render window? It would be neat to have a Museum type ability to see what spaceships looked like though the progression stages on the past missions, instead of it just being a text log. Thoughts?
  3. Well, For Operation: Firestar, I had used the aerobreak on multiple occasions. Operation: Firestar) Mission Details: Our technology is limited, landing and returning from the mun is impossible. We do not have a landing site in mind! So, It is your job, Bigsby, to perform the first lunar flyby! You are not to land! I repeat, you are NOT to land. Our trajectory analysis puts you into a partial orbit around the mun, however, it is designed to sling around and come back for a landing at kerbin! Any scientific observations you uncover will be of great value to our engineers and research team. At any rate, This mission was a complete success. I was able to come back to kerbin completely free of any fuel use after the flyby was first enountered. In fact, I did it several more times, until the scientific value was depreciated to the point where it was useless. to this day, I have not gone to minmus, though I probably should. Its super easy to get a flyby....but a free return is a bit more complex. After which, I planned my orbits to visit the moon, drop a lander, come back for an aerobreak pass of 37 KM over the surface, which bled enough velocity to then establish a stable 125 KM orbit and rendevous with The "Vale" Space station, while using very little fuel in the process.
  4. The dark side of the moon isn't safe. Chunks that miss the moon could be sent in a sub-orbital path that the gravity of the moon could pull chunks back down theoretically ANYWHERE on the surface of the moon. It is a good foot holder for building a ship fleet capable of getting to mars with as many people as it can, but THEN you have to deal with the falling asteroid phobos*or deimos, I forget which* It is decaying its orbit into the planet, and thats as risk to consider as well for base placement. Then there is the issue of weight/food/water for tens of hundreds of people for an excess of 50 years, I say 50 years because that is My estimated time needed to crack exo-planet cultivation. There aren't any animals to hunt, so protein is a big concern. Then the Psychological toll on the survivors. Get one to crack and go on a killing spree, goodbye humanity. This is why you send multiple small ships rather than one large ship. Increases survival rate significantly. Then there is the Boredom aspect. When ones nerves allow one to be bored. Stir-craziness could result in a lack of attention, which could result in mistakes, some may be catastrophic. However, not all is bad. We don't even need to build anything on mars, as far is infrastructure goes. There are ancient lava tubes that litter its suface, we can build starting from there, and be shielded from cosmic rays in the process. Not only that, but because of mars's currently thin atmosphere and lower gravity, we can get off of the planet easier once we re-attain spaceflight. Not sure how well the engineering will cope with a different atmosphere as far as thrust goes, but Who knows?
  5. Well...One thing we could do is force open a rift in space to which the object drifts into never to be seen again...though...Not quite sure how realistic that may be. Get the heak out of dodge, and don't look? I hear the moon is nice this time of year...Those martian lava tubes look to be a cozy home... 30 years isn't enough time to do a gravity tug, so that is out of the question...not to mention, 30 years isn't long enough to construct such a gravity tug in the first place due to the mass requirements, AND launching it to space bit is somewhat void... Nukes will only serve to make it a flaming ball of rock rather than a rocky rock... Mining its mass away While constructing a gravity tug in orbit is an option, But somewhat difficult to pull off with current technology... Land Chuck Norris on it, and have him roundhouse kick it into the sun....That's always an option!
  6. The scale difference depends on the modeling program you use. I use blender, as an example, and to get 2.5 meters in game, leave the cylinder size to 1. 1.25 > .5, .625 > .25. In unity, you ALWAYS want the scale of the game object to be 1:X 1:Y, and 1:Z, And THEN the model to ALSO be 1:X 1:Y and 1:Z. the rescaling will be handled by the game with the "Rescale factor" property in the part config file*This MAY change, keep an eye on more seasoned developers for more information.* My development on this addon pack honestly has ceased until further notice, I lost all of my work in a reformat*forgot to back up the files like an idiot* and has since lost interest in designing parts for kerbal*Making parts and addons sadly means you have very little time to play the game without some sort of bugtest in mind* Maybe when kerbal is further along down the line, I may start designing again, but so far, that is not the case. My released part was sub-par anyways, More me experimenting with maximizing UV maps and poorly chosen shaders*super shine!* Sorry to everyone who was looking forward to the lights, but after loosing 27 different models of lights, I just lost all motivation. I Was aiming to release one big super pack in one go, I should have kept quiet until they were done, to avoid letting people down.
  7. Its a cover, It does NOT fall under copywrite law. Metallica enter sandman>All that Remains Enter Sandman as an example. They even sell it*I'm sure some deal was made to sell it, not the point though*. he isn't selling it either, so there shouldn't be any issues as far as that goes. Aaand the main theme to my understanding was made by Harvester. Space music and others are by kevin afaik
  8. hm... Your intro was somewhat annoying, Especially so with my EQ setup. after that, its good. The Outro carried on just a little bit too long. Cut it by ~ 6-8 seconds and your good, as far as I'm concerned. Rock on brother!
  9. First Successful mun Flyby in Silicon X-2
  10. Some things I would love to see, not necessarily all at once, not in any specific order: Atmospheric shimmer from heat sources like engines, re-entry, etc. Clouds Money system implemented for Career Manufacturing building and Resources to compliment*initially cost only money for use, you'll have to build what you use up in career mode, gives you more incentive to recover all debris that you can. Science difficulty slider. Some people don't want to stomp out the tree in 6-8 flights and other people do. Everyone is happy Space suit science research: Start off by having a basic suit with no lights, pack fuel, and reduced impact tolerance. Couple this with the ability to remove ones helmet by choice, as a means of collecting science the good ol' fashioned way Inventory GUI: A Icon based system that can show samples taken by kerbalnauts and show whatever they are using. Couple reasons I want this: First is Space suit changing out. You can suit up in different space suits if above system is added. Another reason for this is to see different "samples" visually rather than just text. Don't underestimate the awe that visual changes can inspire! The rover wheels from the .20 mun footage video. I LOVED the look of those wheels. The sound addition would be nice too... There are more things, but this list is enough
  11. First Attempt at "landing" got re-purposed into an "impacter" mission involving live kerbals as guinni pigs Volunteers for the betterment of Kerbal kind. 797 m/s with no fuel remaining. *Black box recording* "Bill: There she is...The Mun... Bob: Yeah, Great, Its a big rock in space. So what? Jeb: THE MUN THE MUN THE MUN THE MUN THE MUN HAHAHAHAHAHA!!! Bob: Bill, you have the honors of landing. Bill: Roger...Beginning velocity cancel...now! Jeb: *Squee sounds* Bob: Uh...Bill...fuel?? Bill: Wha-Oh CRAP! Jeb: WOOHOOOOOOO!~ Bill: Uhh...mission control...We are bingo on fuel. What do we do now?? Mission control: You're WHAT??? Bill: Yup, out of fuel. Altitude reads....398,324 and dropping...We are on collision course with the Mun. Mission control: ... Okay, we can still salvage something from this. We are planning a wreckage retrieval mission to learn everything we can about that rocket design. I want Jeb to eject from the ship and attempt to slow his descent enough to land with your included pack fuel. Bob, you will handle transmitting all data to us until the time of impact. Bill....Strike a pose! Gods Speed Gentlemen. It was a pleasure to work with you. Your clones are already in the pro--*End comm* Bill: *sigh...^Pose struck, Image transferred back to mission control* Jeb: Hey! Hey! Look, Its getting Bigger!! hahaha!! Bob: *facepalm* At least ONE of us is going to die happy. How long to we have? Bill: At the rate of descent its at...about 1 hour. Bob: Well, I guess I'll start transmitting the data. Go ahead jeb, jump out and LIVE!! -------------------- 1 hour later: *Explosions* ... 1 hour and 30 minutes later. KSC noticed a small poof of white smoke on the mun. They can only assume jeb landed sucessfully and that it was a dust plume kicked up by the rocket pack." Sorry, super long
  12. Hello everyone. With the Birth of a rudimentary Career mode in .22, I have decided to start a Mission status report for anyone who wants to can read, and maybe find some source of entertainment. Project: SKY is the top secret space program of my Career, of which I am in charge of. Lets start with some Code names and rocket launch stages that are planned for the beginning of the program: Silicon - X series. X stands for Experimental, which in my eyes is the most primitive form of a rocket is. Atlas - P series. P stands for Prototype, which is the early Heavy lifter series. Skytalon - AV or Atmospheric Vehicle, A small jet powered Aircraft designed to land anywhere except water. Current design can land without input after cutting throttle at 20,000, it coasts into a landing at 51.3 m/s, minimum speed before stall is 32 m/s. ================================================= Planned Lifter series: Poseidon - HL A 2.5 meter *Heavy lifter capable of lifting 60 tons into LKO Tempest - SL The *Standard lifter designed to take small payloads into HKO Gale - CL or the *Commercial Lifter designed to carry small satellite payloads into Geosynch Orbit --------------------------------------- Planned Transfer Stages: Nova - CT or *Cluster Transfer, Designed to be launched into LKO/HKO by the Tempest Launch stage and rendezvous with extra-planetary bound ships and push it into a capture. starts with Clamp SR. and adapter plate pushes it into a tri-cluster nerva. Flare - ST or *Satellite Transfer, designed to be launched by Gale series. It is a nerva attached to a 1.25>.625 complete with additional reaction wheels, and enough fuel to push a 5-16 ton payload to eeloo --------------------------------------- Planned A/V/R Series: Aegis - AR or *Atmospheric Rover. This will be used to explore the continents of Kerbin and sample multiple "biomes", then return home for a maintenance care package before it is put on display in the Vehicle museum for any successful designs. Bulwark - HVR or *Heavy Vacuum Rover designed to explore and act as a mobile Headquarters on celestial bodies like Mun, Minmus, and any other atmosphere-less body for that matter. Will carry 6-10 Kerbals, Have ports to refuel any orbital missions that may or may not get built on those bodies, and be a pain in the rear to land safely Kite - JVR or *Jump Vaccum Rover, designed to be ultra light, and obtain altitude by means of RCS. Its purpose will be to explore where the larger Bulwark cannot by hopping over obstacles, Transferring crews between stationary bases. Parma - EAR or *Extra-terrestrial Atmospheric Rover A rover designed to explore and operate on Duna and Eve. Possible to use on Laythe, but not practical. ------------------------------------------ Planned AV Series: Skytalon - LAV, or *Low Altitude Vehicle, Designed to be a small Jet to explore Kerbin and be launched into every other atmospheric body except Jool. Hawkeye - HAV, or *High Altitude Vehicle, Designed to be a Large multi-engine jet capable of Rapidly flying payloads to any point on kerbin to deliver supplies and personnel. Falconwing - AAV, Or *Acrobatic Aerial Vehicle, Designed to be a blast to fly and be extremely nimble and responsive. Speed is sacrificed for the ability to do near-zero point loops and retain control. Going to be a tough feat of engineering that doesn't do anything but be fun to fly ======================================================== That cover's Project: Sky's vehicle list. Any other vehicles or stages that are added will *eventually* be updated here. Screenshots will come as I create these pieces. It will be all stock parts for now, but I may shift over to AIES for their BEAUTIFUL science instruments.
  13. Having them get smarter would also result in an incentive to recover their kerbals...I don't think I have EVER done a successful return to kerbin trip from any body. It was all base building missions that eventually got decommissioned and forgotten. >.> <.< T.T
  14. Yeah, I see what you mean on the in space change shape part. I was thinking more along the lines of orbital construction of sorts. It would be more appropriate for when resources are added & mining etc, THEN i could see the reconfiguration as a feasible addition. Consumes metal, etc etc. If/when squad adds that resource system, metal and other materials could be used to weld patches to change an engine bell shape. I'd love to see the Manufacturing facility that will use collected materials/brought back materials to create parts to use in career mode. You could then mass produce commonly used parts, and launch many missions with a similar rocket design. I'll be practicing minimalism in the near future, of course, Aerodynamic nosecones will be added for aesthetic purposes. We shall see how this is regarded. Good luck!
  15. You. Are. Genious! This Deserves its own Suggestion thread! When probe goes pop, you get facepalm Animation from one of them...
  16. I know Neil, sorry if i sounded defensive. I wrote that in haste and didn't bother to read it over for presentation. I was just trying to explain my thought process. I understand your thought process on the specific block upgrades, but it isn't specific to Category, but to individual parts. For the Mainsail, Mass reduction, Heat reduction, improved ISP sea, and improved thrust comes to mind. Whatever role it fills now, it fills it better in different ways. The mass reduction is probably the best for the mainsail due to the reduced total weight the engines have to lift, thus improved fuel efficiency. A lot of design thought per part, but pays off in the long run, and once implemented, it is a LOT less work for 2-4 parts per release vs all of stock immediately. Either which way, I don't think a standard scale of improvements would be as "useful" as situational modifications, but again, its my opinion. Thoughts on EVA space engineering consuming EEP or Science to change a parts configuration in Flight to "upgrade" existing ships? IE, Right click on LV-45 engine, Click Configure button, And select Block B Engine, which would consume 2-3x the normal EEP to do, but it costs no money?
  17. Yeah, but its only hard to manage once you unlock all of them. there are no options if you have no EEP, thus its scaling complexity*good for new and old players*. Besides, I spend more time in assembly than i do anywhere else in kerbal. I design them based on Aesthetics, not performance if i can afford to. As you see your setup for an example engine, That is how it is displayed, in a sense. Tooltip Example of GUI element involving a Standard iteration and a Block A iteration. LV-909: *standard tooltip information* LV-909 "Starcaller" +3% Cost :+2% Vaccum ISP: -.-5 mass. Adjusted Values: Cost:320, ISP:290, Mass:1.2 That's all the information available on the iteration, reducing complexity, but giving enough information to show what it changes. This reduces the area needed to display the differences.... They were meant to be examples, and yeah, they don't make MUCH of a difference, but When cost is considered, What is BETTER for the task at hand? Values are determined by SQUAD if they accept this suggestion, I merely suggested for format for it, and you suggested the core idea for it XD
  18. You have to start SOMEWHERE If Somewhere means a R&D Tech tree, so be it, From there, you can improve the tech-tree. Personally, I'd have liked to have separate research points for each task, but that would make the system quite complex and difficult to grasp for new players. What if you had to "Research" and not just unlock stuff with points? As in, Require points, but also require research time. This could allow astronaut allocation to research teams to increase the rate of research. You may end up with excess science, but this allows a progression time. Money to pay for research/astronauts also keeps the grind in line from capping the tech tree in 3 flights. So even if you had science and free researchers, and an empty queue, you could not research stuff if you could not afford it. This could tie in the kerbal personality as well, where stupidity makes a good astronaut, but a lack there-of makes a good researcher.*not true to real world, but its a game...*
  19. Not a problem. It can be done with a separate "part config" for the same part, or even a separate parameter in the SAME part config that will load when called, for example: MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 400 fxOffset = 0, 0, 0.8 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 370 key = 1 320 } } MODULE { *name = ModuleEngines_it1 //modified Values thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 *maxThrust = 205 //modified Values heatProduction = 400 fxOffset = 0, 0, 0.8 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { *key = 0 380 //modified Values *key = 1 330 //modified Values } } . All there needs to be is a config call of sorts, even if its just right clicking the part in the assembly and selecting the config that you have researched/unlocked. Cost of a rocket shouldn't be applied until it is put on the pad anyways, as there are a bunch of minor changes that happen with each new rocket version. Creating a 3d blueprint doesn't mean you test it, so the cost of the parts is adjusted and displayed beforehand. Luckily, text files are tiny, I doubt it will be much of a problem until you get to those large mod packs, where each part needs 3-4 configs for 100+ parts.
  20. I'm impressed. Its so simple, and nicely ties in with the tweakables system we've all heard so much about. The only thing I can see this being a problem for is new parts. Balancing them will be quite the tough job, and will take a long time. Rather than give each new version an improved score from the previous, you could have engines simply tuned to the mission it is going to do. Here are some ideas on how each part would change with each new Iteration Liquid Engines: Mass: +/- Thrust: +/- ISP: +/- Example 1: Block A LV-45 -.05 mass,+3% cost. Improves efficiency by reducing mass. More suitable as an upper stage upgrade rather than an isp increase Example 2: Block B LV-45 +0.1 mass +2% thrust, +2% cost. Reduces efficiency in favor of higher thrust. More suitable as a lower stage engine to lift heavier loads. Example 3: Block C LV-45 -.05 mass +3% ISP,-5% thrust +4% cost. Greatly improves engine efficiency. More suitable as a Orbital maneuver engine/interplanetary engine This leaves 4 versions of the engine, Which I think is plenty, and it covers almost every need for an engine. Fuel Tanks Mass: +/- Fuel Crossfeed: on/off Integrity*the amount of force needed to destroy the part*: +/- Fuel Amount: *odd one to balance.* +/- Example 1: Block A "Honeycomb" FT-400 -.1 dry mass, -2% integrity, +2% cost Suitable of upper stages Example 2: Block B "Hoseline" FT-400 +.05 dry mass, +1% integrity, +Fuel Crossfeed Switch, +3% cost, Suitable for stations/reserve fuel for emergencies/tankers. Example 3: Block C "Overflowing" FT-400 -.2 dry mass, +X Wet mass*increased fuel amount* -4% integrity, +4% cost, Suitable for long distance/orbital maneuver tanks. Command Pods Mass +/- Electric Charge +/- Reaction Wheel power use +/- Reaction Wheel strength +/- That's all i can think of atm. If people like this example of EEP iterations, Feel free to add to it, debate existing parameters etc. Lets get this suggestion noticed XD
  21. Hey, not bad in the ps department, but there are some extra effects you should take into consideration with ringed planets: Ring shadow and Ring shine. When light from our star hits Saturn's rings, because of the general composition being relatively reflect-y it shines onto the planet's surface, as well as casts a shadow depending on its orientation to the sun. the shadow is more prevalent on the day side, whereas the shine is more prevalent on the night side*this is because the rings have a larger diameter than the planet, thus it allows excess light from the rings to bounce to a greater degree.
  22. The Sun does in fact have an "Atmosphere" but not in the sense that we know it. One part is called the Corona, It is hotter than the surface of the sun itself, and is extremely turbulant. it also extends out significantly further then the star itself. Technically speaking, almost the entirity of the sun is atmosphere. Plasma is super heated gas, and gas=atmosphere of sorts.
  23. currently Ajax is disabled, which disables the standard reply button. Only the quick reply works atm.
  24. Looking at the scrapped Aires V and Aires I and Orion capsule, they DO dock to just get to the moon.. Rather than pack in more "RCS" fuel, they save money by placing both a main and aux engine in opposite directions. this has two major advantages, The Aforementioned, and it lets you keep aligned easier.
  25. So...a twist on the Tri-FL-T800 Fuel Tank part... top remains as a 1.25 part adapter. Bottom tuns into the 3x 1.25 to 2.5 adapter. Also a version of that with the 4x 1.25 tanks with jusdt the 2.5 adapters welded...or configured...Not sure exactly how you did that XD.
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