Blaylock1988
Members-
Posts
171 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Blaylock1988
-
So I did a little investigative engineering and discovered that even the orbital construction storage volumes are not linear (they don't match up). Using the SpareParts "Medium" Module as my frame of reference, it holds 1,000 rocketparts. The Small Orbital Warehouse is approximately 8 times larger by volume than the Medium module, but it only holds 60,000 when it should be 80,000. The Large Orbital Warehouse is 16 times larger than the medium module and correctly holds 160,000 rocketparts. The SpareParts "Small" Module is 60% size of the Medium module and should therefore hold 6,000 parts, but it incorrectly holds 4,000. Since the Karmony Parts Warehouse is the same size as the Small Orbital Warehouse, it should hold the same volume CORRECT volume, so I will edit the .cfgs in my install for the karmony warehouses to hold 80,000 parts. I refuse to attach that ugly orange tank to my station.
-
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Blaylock1988 replied to Tiberion's topic in KSP1 Mod Releases
I have already trimmed my mods. I was running the exact same install with KW first and it was running perfectly fine. I deleted KW and installed NovaPunch and the game stopped working. Removing NovaPunch fixed it. KW was just annoying me because every part seemed too weak. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Blaylock1988 replied to Tiberion's topic in KSP1 Mod Releases
I have a strange problem. With this mod pack installed my game crashes every time I click Continue Saved Game. When I remove the pack, it works just fine. Could it be from having too many mods installed and no more memory? lol -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Blaylock1988 replied to AncientGammoner's topic in KSP1 Mod Releases
Seriously, all I need is a couple different procedural engines and I won't need any other rocket packs to get my stuff into orbit! -
Kerbin City Community Project - Phase B - New Islands
Blaylock1988 replied to nothke's topic in KSP1 Mod Development
Someone should make a Jebediah monument. Or even a monument for Jeb, Bob, and Bill all together. -
This is true, I used quaternions extensively in Garry's Mod Expression 2 for dealing with flying ships and holograms etc.
-
I see you added an until loop feature now w00t! Still wondering about my other questions though.
-
This is great! Can it handle vector math like dot products and cross products? I see this can run on inactive ships which is great! Can it handle target vectors like relative velocity, direction, and distance? Also, how does it handle controls? When you set it to turn over for the gravity turn, it was very smooth and gradual, but you didn't put in any code to handle turn rates. EDIT: I recommend starting a wiki documentation page with every command, along with its inputs/outputs, and what type of data it uses (I/O vector or number or variable or object or target or table or array etc.). Like the Gmod Expression 2 wiki. Also should add an error checker that we can run to verify the code before actually using it.
-
I watched Endeavor land in LA in person, it was a sight to see on the back of that 747!
-
Kerbin City Community Project - Phase B - New Islands
Blaylock1988 replied to nothke's topic in KSP1 Mod Development
I love the idea of flying and/or boating around that large island! -
Kerbin City Community Project - Phase B - New Islands
Blaylock1988 replied to nothke's topic in KSP1 Mod Development
This looks fantastic, but I can't help but ask about the functionality of some of its features. The way the ramps go into the water, it appears more like a loading ramp (like putting your boat off the trailer and into the water), but the buildings at the top would get in the way. Is it supposed to be where ships are built? If so it should be cut out level where the boats are built and slightly below sea level (or flooded for when the boat is launching). Also, what are the cranes doing along the ramp? They cant unload/build stuff at an angle on those ramps. If the ramps are actually launch ramps, the cranes should be along the water face or in an area that the boats sit flat. Judging by the scale, it is a ship construction yard, where very large ships are built. I would suggest making the ramps dug down level (partially underwater) into the building and ramp up at the back inside the hanger. Then the cranes can stay there and they make sense. EDIT: kinda like this: -
I like this idea, it seems very kerbal-esque!
-
I love your engines and use them all the time for everything in space!
-
ERMAHGERD That mini space shuttle is so cute!
-
I don't like this new concept. Mining kethane is difficult enough for me as it is, this will make it harder. Also, some cells have absolutely terrible terrain large scale mining operations (edge of huge crators). This coupled with no control over the kethane deposit generator will leave for some very frustrating mining ops with tons of rigs that we have to switch to to drill, and land next to for spacelift. Perhaps another idea you could consider, that uses your new grid generation, is something more similar to what we have now with real oil drilling. We could set up one large base/refinery anywhere within the deposit, but we have to drop smaller (fire and forget?) oil drills around, in each cell. As long as they have a certain part and are in the cell, they never need to be the active ship to transfer kethane to the main deposit refinery. They would all be connected by a theoretical pipeline underground just like how these work: I would prefer this because then we dont need to relocate our main drill every time, or launch a bunch of seperate ship/mining rigs that we have to have as our active ship to drill.