Volt Cruelerz
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Everything posted by Volt Cruelerz
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[1.0.x] BatteryIndicator (2015-02-09)
Volt Cruelerz replied to pizzaoverhead's topic in KSP1 Mod Releases
Colorblind mode please? -
Any Way to Cause More Satellite Contracts?
Volt Cruelerz replied to Volt Cruelerz's topic in KSP1 Mods Discussions
I already use fine print. If you just keep declining missions it will give you more? I figured it made you actually bother with your existing ones or something. Either way, that seems kind of like the current astronaut hiring system where it's just too easy... -
I play with RemoteTech which naturally has use for a lot of satellites up and about. Is there a way to make the game give you more contracts so you aren't just burning money to try to get good coverage? I've taken a look in the agency declarations (I'm not experienced at modding ksp, so I just went hunting for seemingly relevant files) and didn't come up with anything that seemed like it reliably could. // Agency mentalities // * Commercial [increased financial stakes, both for success and failure] // * Competitive [competes with companies which we have a negative standing towards, auto-added if any standings set][not impl] // * Conglomerate [] // * Startup [] // * Cooperative [not impl] // * Ecomental [not impl] // * Economic [] // * Hasty [-deadlines -expiry +rep] // * Patient [] // * Industrial [not impl] // * Perfectionist [not impl] // * Pioneer [Makes agency more likely to offer a contract to something that's never been done before] // * Record [Flags agency as a record-keeping organization, focuses on contracts about breaking existing records and doing new things] // * Scientific [Agency is more likely to offer science data gathering contracts][not impl] // * Stern [Higher Reputation Stakes for both success and failure] // * EasyGoing [Lower Reputation Stakes for both success and failure] // * Kerbalminded [not impl][sets up conditions against losing Kerbals] // * Moral [not impl] Nothing there seems terribly relevant to what I'm asking for... Perhaps there would have to be a new mentality called "Informatics" or something that increases likelihood of having you send up satellites.
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For me, the fun of playing KSP (having already done pretty much everything there is to do in the stock game) comes from management mods, particularly things like RT, DRE, and TAC-LS. These mods make the game more than just building rockets and hurling them into space. They force you to concern yourself with more things than just the default when playing the game, but not necessarily in an obsessive numerical sort of way. I've never enjoyed mods that force large volumes of calculations on the player. Some like that, but I don't. As I was perusing the list of mods today, a couple thoughts occurred to me for potential mods. Now, I don't have the knowledge to mod them into the game itself (I'm a programmer, but I have no experience modding KSP or Unity and haven't the time to learn any time in the near future), but nonetheless, I figured sharing them might be a good idea. Who knows, perhaps something such as them already exists and I simply don't know of it. Anyways, without further ado, here are my ideas. Salaries & Skills Overview: All hired Kerbals are now paid a salary. This salary depends on their skillset. While in space, this salary increases with longer journeys paying more than shorter ones. Unpaid Colonists can help settle your colonies. Features Kerbals paid a constant rate based on skillset when on Kerbin. While a Kerbal is not on Kerbin, a multiplier to salary increases logarithmically While flying untested craft, salary increases Untested defined as particular craft never flown before. Reusing sub-assemblies from other successful flights reduces the salary increase corresponding to the fact that the craft is untested Kerbals experiencing particularly high G-loads or nearly out of life support supplies will panic, causing all commands to the crew to be delayed by 0.5 seconds Skills may be thought of as between 0.00 and 1.00 Skills Stupidity: lower stupidity results in higher returns on science experiments Bravery: higher bravery corresponds to a lower increase when in an untested craft and more extreme scenarios before panicking occurs Sociability: higher sociability corresponds to increased reputation on mission/contract success and improves performance of all other Kerbals Engineering: higher engineering corresponds to improved specific impulse, increased crash survival, and improved aerodynamics parts Badass: merely launching a mission with a badass Kerbal aboard will result in a reputation boost [*]Rather than every time you load up the Astronaut Complex getting a new list of candidates, you now get a finite list of applicants per day [*]By default, Astronaut applications will usually result in applicants with poor skills. [*]A player can improve the skillsets of Astronaut applicants by having a higher reputation and by spending money on recruiting via the Strategies menu [*]In addition to Astronaut applicants, after building a base on another planet, a player will receive a daily list of Colonist applicants [*]Colonists are unpaid and generally very unskilled [*]Both Astronauts and Colonists can be trained to improve skillsets at a cost of funds and the Kerbal being unable to be sent on a mission until training completes. [*]Repeated training in a given category costs as much but gives a reduced boost to the skill [*]Roles may be assigned to Astronauts at the cost of paying them more [*]Roles Commander: all skills averaged to determine boost to contract completion rewards and sociability determines panic resistance boost of crew Pilot: bravery and engineering averaged to determine boost to specific impulse Engineer: engineering and 1-stupidity averaged to determine boost to joints strength between parts and electrical efficiency Scientist: 1-stupidity and sociability averaged to determine boost to data transmission efficiency [*]There may only be one Commander [*]Though there may be multiple pilots, only the pilot with the highest skill's traits are used in calculation (though having multiple pilots could be useful if your ship were to break apart into several smaller ones) [*]Higher quantities of scientists or engineers results in increased performance in the category to which that role relates Competing Agencies Description: After your reputation reaches 500, other agencies around Kerbin get the idea that maybe they can get in on this space exploration thing, causing them to compete with you for contracts and missions Features After reaching 500 reputation, other agencies will periodically spring up. Agencies may be divided into two categories: governments and companies The player may be considered a Government Agency Governments will have very large budgets and will primarily be concerned with achievements and science Companies will be primarily concerned with winning contracts and science Companies will have better profit margins on contracts than governments The higher the reputation of an Agency, the higher the chance that any incoming contracts will be offered exclusively to that Agency before any other is allowed to bid on it All existing agencies may choose to bid or not bid on contracts by selecting a minimum monetary payout they would be willing to receive from the contract Company Agencies may be dissolved if funds hit zero and Government Agencies may be dissolved if reputation remains below 100 for a month (yes, this means the player can actually lose the game) Reputation passively decays over time Companies may be bought by other Agencies. If one Agency buys another, the resulting Agency will have the averaged reputation and the summed science and funds Repeatedly using a sub-assembly makes the use of the sub-assembly cheaper in the future (provided that the sub-assembly is more than some threshold of mass or parts) Agencies will launch their own craft into space. Objects sent up by other Agencies will show up on the player's map. Interaction with craft launched by other agencies will be governed by Agreements between Agencies. Agreements Taxi Service: one Agency will provide the lifting capabilities for the other Shared Resources: if one Agency sets up a base/station, the other Agency may withdraw resources from it Purchased Resources: like shared, but the resources must be paid for in funds. Unless the player's reputation is particularly high, this is far more likely than shared Shared Networks: two Agencies agree to use each others' communications networks (only applies if using RemoteTech) Rented Networks: one Agency allows another access to its communications network, but at a price (only applies if using RemoteTech) Shared Data: two Agencies reduce their personal science generation but gain the science generated by their partner
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I personally feel that it should mechanically function as follows. It could later be made more complicated, but the following is the main body of it. -"glycerol" added as a new resource with a density similar to water -when placed inside a cryo chamber, a kerbal consumes one unit of glycerol -as long as a kerbal is frozen, it consumes no resources except for EC Cryopods shouldn't be of use for usual missions as they would only become efficient if they were less massive than the food/O2 storages they replaced. Likewise, if what's-his-face did end up making a sanity mod, this would have the added benefit of letting you stagger your crew so that no single crew member goes too crazy on the way to Eeloo. When you get there, you simply thaw them all and do science. When you're ready to come back, you freeze most of them and start staggering them again.
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[WiP][Web] Science List Application - v0.3 - (30/12)
Volt Cruelerz replied to celem's topic in KSP1 Tools and Applications
The red/green is not colorblind friendly. -
Consider though that a Kerbal ought to require some level of social interaction to remain sane. Otherwise, your Kerbals are basically just in solitary confinement which has been referred to before as the "maniac maker." The more Kerbals are on a craft, the slower the drain on sanity should be as with each Kerbal sent, you send a larger pool of information/culture which sustains the other members of the crew. The benefit gleaned from the number of Kerbals on a craft should definitely be logarithmic. In addition, there ought to be a bit of a sweet spot regarding just how much volume/Kerbal is ideal. After all, stick someone inside a house by themselves for an extended period and they'll likely be much more sane than if you stick them in a warehouse for the same length of time. So as far as math goes... The following is effectively a recursive function for determining the sanity of a Kerbal on a given day. n=number of kerbals c=sanity drain reduction due to company d=distance from Kerbin, with a given unit being the distance between Kerbin and the Mun. ds=sanity modifier accounting for distance away from home (and thus communication lag) v=sum of the volumes of all habitable parts of the craft vpk=volume per Kerbal ivpk=idea volume per Kerbal (we'll assume this to be 30m^3 in this) vs=sanity modifier accounting for the difference between vpk and ivpk p=sanity of the given Kerbal on the previous day iepk=ideal entertainment per Kerbal (we'll assume 1) e=entertainment sum (provided that you have entertainment equipment on the ship) es=sanity modifier due to entertainment f=natural sanity falloff. We'll assume 0 for now. s=sanity [0,10] (0=suicidal,0.25=homicidal,0.5=vandalization,1=disobedience during maneuvers, 2=delayed reaction during maneuvers, 3=disobedience when performing science, 4=delayed transmission of data, 6=minor impairment of actions, 8=minor reduction in science points from a given experiment, 9=normal, 10=slightly increased science points from experiments). Kerbals start at 10 on the launchpad. bravery=how brave the Kerbal is [0,1] stupidity=how stupid the Kerbal is [0,1] ab=average bravery on the craft bm=bravery modifier as=average stupidity on the craft sm=stupidity modifier wp=whee/panic modifier which is derived from the kerbalExpressionSystem discussed by a previous poster. It is to be bounded by [-1,1]. wp is to be the most extreme whee/panic incident during the day added to the average whee/panic divided by 2. c=log2(1+n) ds=log(1+d)/10 ivk=30 vpk=v/n f=0 iepk=1 es=normal(iepk, iepk/3, e)*2-1 vs=normal(ivpk,ivpk/3,vpk)*2-1 bm=bravery-as sm=ab-stupidity s=p+vs+es+c-ds-f+bm+sm+wp Hopefully that should be something close to what you're looking for? Change constants as necessary obviously. In addition, certain events should impact sanity as well. Hitting the gravity well of the target planet ought to have a huge boost in sanity as should getting back to Kerbin's SOI. Having another crew member commit murder or suicide ought to dramatically reduce their sanity. Coming in contact with new Kerbals that the crew hasn't met before also ought to increase their sanity. When it comes time to implement the system, do so incrementally and test each layer to see if it works and makes sense before moving on to the next level of complexity.
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I noticed similar issues when trying to use the Rapier on a spaceplane. No matter how hard or what I tried, it always exploded. It seemed as though right around 25km, the engine would always start to overheat and no matter how far I throttle down, it'll keep getting worse until eventually the overheat rate skyrockets and the bar jumps from 50% to 100% and kills it. This happened every single time. Perhaps DE is trying to account for it both as a jet engine and a rocket engine and so it is getting double the heat or something? I don't know what it would be.
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[1.0.2] Navball docking alignment indicator v7
Volt Cruelerz replied to mic_e's topic in KSP1 Mod Releases
thank you! -
[1.0.2] Navball docking alignment indicator v7
Volt Cruelerz replied to mic_e's topic in KSP1 Mod Releases
Would you possibly consider making the indicator black or something? I'm colorblind, so the red is quite difficult to see sometimes and is the reason I regrettably don't use this mod and instead get stuck using docking cameras from Romfarer (not a fan of the other docking indicator mod). -
While I'm not opposed to what you listed off, what I was referring to was something more short range, like a form of sonar (obviously only works if there's atmosphere) that comes in long range (integer precision and a max range of ~500m), medium range (single precision with a max range of 50m), and short range (double precision with 5m range). Perhaps a more advanced version later in the tree would be justified as working with radar or stereoscopic vision that has longer range and/or doesn't require atmosphere. Things that work on a finer level than existing systems and give you measurements from a non-standard location for applications like hovering or docking.
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now.. if only there was a rangefinder and this could grab the data from that...
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[WIP Plugin] Extraplanetary Space Centers!
Volt Cruelerz replied to skykooler's topic in KSP1 Mod Development
Ah, thank you. I had planned on the small amount of drift, so I'd taken measures against it. And that would explain why it didn't work, thank you. -
[WIP Plugin] Extraplanetary Space Centers!
Volt Cruelerz replied to skykooler's topic in KSP1 Mod Development
New here and I apologize if this has already been answered, but I'd really rather not wade through 21 pages if you don't mind. Anyways, may I ask what the reason was for the decision to make this inoperable in orbit? Ran through your github and found this pretty quickly: [KSPEvent(guiActive = true, guiName = "Show Build Menu", active = true)] public void EnableBuildMenu() { // Only allow enabling the menu if we are in a suitable place if (((this.vessel.situation == Vessel.Situations.LANDED) || (this.vessel.situation == Vessel.Situations.PRELAUNCH) || (this.vessel.situation == Vessel.Situations.SPLASHED))) { RenderingManager.AddToPostDrawQueue(3, new Callback(drawGUI)); //start the GUI uis.builduiactive = true; } } The reason I ask was that I had previously assumed (falsely) that it would be operable in orbit as well (just unwise in the vast majority of cases), so I elected to construct a ship that would stick it in synchronous orbit with hope of using it as an orbital shipyard only to have the GUI pop up with "Out of Range" once I got it there. Personally, the ability to use this in orbit would be appreciated. I almost didn't post here as I tried downloading the source and opening the .sln to try to just make a custom version, but apparently it was incompatible with my install VS2010 (not familiar with plugin modding for KSP, so I'm probably just neglecting something), so here I am. -
And have been enjoying myself. I've had an account here for a while too, but never actually posted. Well, now I am. I'm a game developer that generally mods whatever I play and have been doing a few minor personal mods as time's passed. I expect I'll be doing some bigger ones at some point and figured I ought to get involved with the forums if that's going to happen.