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Jatwaa

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Posts posted by Jatwaa

  1. Hmmm, doesn't take that much to run KSP, mostly make sure you dump RAM at it because on PC it means possibility for mods. 16GB would be golden. Newegg is in AU and I think Amazon. If you feel comfortable building one (or he does or there is a friend who can) I would say get the components. But many of the current stock systems on Newegg, TigerDirect, and even Amazon should be able to run KSP. Be it, Intel i5/i7 or Ryzen (I am an AMD fanboy personally) 

    I run an AMD 8350e but a Ryzen 3 or 5 would be better for future upgrades.

    A Ryzen 5 would run around $150 USD, drop another 130 or so on 16GB RAM and a 256 SSD can be had for about 50~60. Will need a Motherboard too, estimate about 100. These are just spitball. Video cards...maybe a NVid 1060 or NVid 1050 would be good. Some would run a NVid 1030. I still use my 970GTX, I am cheap. BUT! this would be if you wanted to build. If you build, you would need an OS and all. The estimates for a build with cutting corners still leaves you without support. 

    All together to build a cheap decent PC would be about 700 if you cut corners or Check for similar specs on Newegg and other sites. 

    Two that catch my eye in the said price range are

    https://www.newegg.com/Product/Product.aspx?Item=N82E16883289009

    If you want to save a bit, but you would also be using an APU (less cost, shared resources, good for starters, may have problems with FPS later) 

    https://www.newegg.com/Product/Product.aspx?Item=9SIAE4N7MS5099

    If you all have more time, check out the other sites as well. Someone Intel savvy check the Intel world of things. 

  2. On 2/22/2019 at 4:53 AM, DanGSun said:

    @sollarflare, can you send me some screenshots, pls? With antennas and your interaction description? Thx a lot. Also, which antenna are you using?

    What do you mean by " could manage the controls permitted whilst the first has a separate set of controls to manage"? Permission management?

    Aye, if the controls for piloting the craft could be sent to one "Channel" inbound/outbound whilst the rest of the controls are sent to the second "Channel". 

    Thinking crazier, the option have a toggle, Pilot\Co-Pilot that can be adjusted on the fly to give/take controls.

    For security, it could limit to LAN only and force uses to use a VPN/Hamachi to partake (unless you felt like coding public access pages)

  3. @DanGSun

    If this works like Client\Host, would it be possible to have the Output separated sending some of the controls to a second Client? Then the secondary could manage the controls permitted whilst the first has a separate set of controls to manage. They could use Hamachi to make life easier to code the two outputs. Would be an interesting Pilot\Co-pilot experience :D 

  4. 19 hours ago, eldemarco said:

    I have a request. Is there any way that you could add a node attachment to the bottom of EC1, EC2, and EC3? I don't just use them for Spaceplanes. Example: My Mun lander uses an EMDrive for landing and takeoff, but I can't add my launch stages below the EMDrive. The Only way that I can build it is putting the lander upside down, and use fairings for aerodynamics.

    Yeah I don't see why not, this can be done pretty easily. :) 

  5. Since the game is in Unity, I wonder how much effort it would take to enable such as the below in the worlds

    https://assetstore.unity.com/packages/tools/terrain/ultimate-terrains-voxel-terrain-engine-31100

    731137b0-142e-434f-81d6-035d8257e3ab_sca

    With the vegetation and possibilities of adding caves, destructible terrain, and randomization this could be a fun and unique way to put a spin on the existing game. 

    Imagine starting with a default Seed and then offering random seeded worlds which can be shared and explored in the community. Infinite adventures and places to see and still with the vanilla terrain available just a seed away

  6. As someone that has played on Dark Multiplayer, Syncrio, and Luna Multiplayer and hosted a server with each, I can say that it is indeed possible, albeit with a bit of re-coding to permit the hooks properly. Take some time and talk with the Devs for it, they have great ideas on how to make it possible. Synchronization between games has even been tackled. LMP uses subspace and it works great. Interpolation in LMP as well predicts the location of a craft offering smooth craft positioning. 

    When many people hear "Multiplayer" they may be thinking "Forced Online" or "Online Only" or "MMO". No, not at all. I wouldn't mind the option to have Dedicated Servers and clients that have the Option to connect to them. 

    DMP and LMP have been able to pull off some amazing feats in getting users able to sync with relative accuracy, but of course there are issues. It's a mod and the game isn't built to make such happen with ease. Refer to my "talk with the Dev of DMP\LMP" statement. They have the answers, most here just see the problems. Many of them are already tackled or they have ideas on how they can be tackled. 

    After over 6k hours in the game, yeah, I feel like I have done most things, several times, but the ability to game w/others brings infinite variables into the game. You never know what others would do, my airplane was cut in half once when we where trying to fly in formation. Another time I flew a helicopter around a rocket as it lifted off. Once, we flew 8 crafts in the KSC airspace and nearby mountains. Have you ever landed on Minmus and watched another player land next to you? It's a feeling like you are not so isolated. 

    Some play for single player, cool, I do at times as well. I get that. But, you cannot assume that others as a majority would never use it if it was available. The game has created a community that comes together to play a game separately and shares the experience. Why not offer the opportunity to play a game as a community with the Option to play AS a community?

    Space Stations bring together people of various nationalities and backgrounds and allows them to unify together. Multiplayer as an option allows for the same in game. We come together from all over the globe and play in LMP or DMP and laugh in amazement as we see another craft piloted by another player half a world away. If you wanted to play single player and not partake, fine, do so, but unless there is an accurate count of who would be for and who would not be for such a feature, we should not assume that everyone, a majority or minority is for or against such a feature. 

    The fact that it has been requested so many times should be a sign enough that it is a feature worth another look. If not soon, then down the line when the game and Squad is ready to do so. 

  7. I think DMP and LMP have already shown that it COULD work, but my time in talking with the devs show that KSP itself would have to change in a fashion that would take some rewriting. 

    Time warp - Handled in LMP and DMP as options per server. Read the following for great detail: https://github.com/LunaMultiplayer/LunaMultiplayer/wiki/Timewarp

    Physics - yes, this would be a problem. But only if EVERY part was considered as a part that needs to be calculated. If you take a craft that has 200 parts and calculate it as 200 parts then add in 5 more, yes, it would be a bit of a hassle. Or have the 200 part craft calculated as one part, combined mass, shape and drag. As parts are detached, recalculate. Make this an option. Can have the server assist on the physics calculations as an option. There are ways (probably better than what I mentioned) to handle this, talk with experienced implementers who have experience to determine the feasibility. This is a speed bump not a wall. 

    Mods - LMP and DMP have shown that Mod Control is feasible via DMP\LMP ModControl files designating what is approved and not. They also have the option to allow the craft to fly or not and to prevent access to the server altogether without the appropriate mods. 

    Trolls - It happens. Have a backup procedure built into the server as well as a Blacklist and log. If the person is found to be a troll, blacklist them and roll back to the last save. Leave it up to the server hosts to determine if they will list the trolls on a website of shame/warning. 

    The ONLY problem I would find would be the Syncing of the physics. But, if the server could have a hand in that, it might be feasible enough to sync at a descent speed. In testing with LMP, we have landed crafts on crafts and docked in orbit. The server I host has a 1ms sync set, it can be very fluid at times, but part counts w/physics tends to cause hiccups. For VERY large things, we still weld. Part count is the killer with the way they are processed. 

    There are only so much re-skins that can occur. I had more fun playing in DMP\LMP with KIS than I had in years, and I am over 6k hours in now. Currently I play LMP with mods and when we keep part counts low and fly together its amazing. One guy flew to orbit behind another guy, following him to orbit. To me, that is well worth the risk of multiplayer re-coding. 

  8. 5 minutes ago, ThijmenDF said:

    Hi,

    I found this mod on spacedock, seemed interesting.

    Added it to my list of mods, but it seems to be unable to load.

    Attempting to start up the game makes it hang on one of the JDSA MOISTWaterRCS parts:

    
    [LOG 17:53:45.178] PartLoader: Compiling Part 'JDSA/MOISTUWT/MOISTWaterRCS/UWMTB/UWMT'
    [ERR 17:53:45.181] [ShipTemplate]: No Resource definition found for RESOURCE
    
    [WRN 17:53:45.182] Could not create PartResource of type 'IntakeLqd
    [WRN 17:53:45.182] Could not create PartResource of type 'IntakeLqd
    [ERR 17:53:45.188] IntakeLqd not found in resource database. Propellant Setup has failed.
    
    [ERR 17:53:45.188] Module ModuleRCSFX threw during OnLoad: System.NullReferenceException: Object reference not set to an instance of an object
      at ModuleRCS.SetupPropellant (.ConfigNode node) [0x00000] in <filename unknown>:0 
      at ModuleRCS.OnLoad (.ConfigNode node) [0x00000] in <filename unknown>:0 
      at PartModule.Load (.ConfigNode node) [0x00000] in <filename unknown>:0 
    
    [EXC 17:53:45.195] NullReferenceException: Object reference not set to an instance of an object
    	ModuleResourceIntake.GetInfo ()
    	PartLoader.CompilePartInfo (.AvailablePart newPartInfo, .Part part)
    	PartLoader+<CompileParts>c__Iterator1.MoveNext ()
    	UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)
    

    In case you're interested, these are the mods I'm using (and yes, there are quite a few):

    4jfzlEE.png

     

    I was gonna upload the logs, but pastebin doesn't like them being more than 512kb in size (it's 551kb)

    Interesting, something seems to conflict with IntakeLqd. I'll take a look when I get in

  9. 21 minutes ago, Kerbinidiel said:

    lovely mod! i relly love the sci fi style...

    one request: is possible, in one future update, have the EC4 and EC5 in single radial engine?

    It is indeed! I am working on such along with a probe sized. 625 as well. Stay tuned! 

  10. On 1/2/2019 at 9:59 PM, Magos Mechanicus said:

    Dude thank you for creating this.  This is a answer from heaven for me.  And my goodness you also made a good looking model for it.  I found out about it because of Kottabos Games doing a video on it on youtube.  And i was so lucky i even figured out how to get the 1.5.1. Version because there hasnt been enough updated mods yet for 1.6.0.  But thank you so much.  I would have been happy with a base model being remade but man i really appreciate the time and work you put into it.  As soon as i get paid im going to send you a little something for your work.  I literally created a account on this site to thank you.  So...

    Thank you again,

    Magos Mechanicus Kabrex

    Thank you Kottabos, I am glad I can offer back to the community in which I feel at home. Makes me thrilled that people enjoy the mod 

    8 hours ago, TheDeinonychus said:

    Firstly, these things are great. I can finally make space planes that work without strapping a crazy amount of extra rockets to them.

    Second, it seems whatever system KSP uses to determine burn time for maneuver nodes has no idea how to handle these engines. The speed bar always shows up as full red as if there isn't enough fuel (despite having more than enough electric charge), and the burn time is always something tiny, like 5-10 seconds, regardless of how long the actual needed burn is.

    Have you by chance looked into any way to fix this? I suspect it's because the engines aren't using any actual propellant that's causing KSP to not calculate them correctly. Maybe have the engines generate their own propellant at a rate higher than their consumption, so KSP understands them better?

    I have seen the same, but the issue is how it's being calculated. For now, I just ignore the feature as even KER has the same issue. Electric charge isn't really consider it seems. I don't want to modify EC too much. 

  11. 11 hours ago, Daedala said:

    If the only thing you need to do is redefine ElectricCharge, it would be safer if your ResourcesElectricCharge.cfg contained ONLY the RESOURCE_DEFINITION for ElectricCharge. It seems kinda weird, and potentially unsafe, for it to be redefining resources the mod doesn't even use, even if it's just resetting them to stock values. Indeed, calling it "ResourcesElectricCharge.cfg" when it redefines Ore and Ablator and other things seems like deceptive naming (which I know isn't your intent, but still...) No need to rely on MM if you don't want, just pare down this file to just the one RESOURCE_DEFINITION you care about.

    Also seems weird that this is hidden in a folder called "Textures"... :\

    I do need to isolate it down to just EC, but there are no other changes that I applied to the resources. The only change was EC. I'll move the file, tbh, it was supposed to be in a Resources folder, just slipped my mind. I need checklists badly when doing these things. I'll task myself in cleaning it up and posting an update. 

  12. 1 hour ago, JH4C said:

    Yeah, but you're potentially undoing changes made by other mods for their own requirements by including the entire definition file. Adding one item to the MM list of patches when you already have 10k+ other patches queued causes no appreciable delay ;) 

    If there are mods affected by it, let me know. The change shouldn't affect anything, but if it does, I will attempt it in MM

  13. 4 hours ago, Snark said:

    Hi, and welcome to the forums!  :)

    There are, indeed, atoms in space.  However, there are nowhere near enough of them to generate significant amounts of thrust the way these engines do-- and even if you could somehow use them, they're so scarce that you'd need planet-wreckingly large amounts of energy to do anything useful with them in terms of ship thrust.

    However, all of that is entirely beside the point.  As the OP here made quite clear, there is not even any attempt to be realistic-- this is a mod just "for fun" and doesn't concern itself with actual science, which of course is perfectly fine.

    If folks want to discuss the scientific case for various proposed propulsion mechanisms, by all means go open a thread in Science & Spaceflight;) However, that sort of discussion is off-topic  here, since this thread is about this mod.  So let's not get caught up in scientific arguments about a mod that is, by its own declaration, not "scientific".  Thanks!

    Indeed, the science behind these are DEEP into the Science Fiction realm. Those that put actual science against it will find that the science would disprove such technology rather than prove. This is just to have an all electric engine, nothing much more or less. The dV stats on these are off the charts. The original reason for this was for electric propellers (very low powered)....But I ran into an issue with a non-Firespitter blur disc (since I don't have the time to figure out the motion blur effect I found.)

    Thus, this is all fictional. If I ever figure out the propellers, those would be more based on realism.

    38 minutes ago, JH4C said:

    Can I ask the reasoning behind having a full declaration of all the pre-existing resource types included in this mod? If the EC rules need changing to make these work effectively then an MM patch that works just on the EC definition would be a much simpler and safer answer.

    Easy, rather than using MM to patch multiple things, I used one file that matches EC almost exactly, in so much that it doesn't affect much else in the game. One file, no MM patch delays and same effect overall. :) 

  14. 6 hours ago, JaredTheDragon said:

    I mean these are cool to have, glad you made them, but your analysis of physics is just beautiful in its chimerity.

    But what VERSION of KSP did you compile this for? You need to indicate it in the title and the body of the post. Every other mod or add-on here does this and you could at least make some effort here.

    But mostly, this isn't how an E/M ("Em" :rolleyes:) drive works, or any other drive. Electromagnetism isn't something from nothing, it's photons pushing ions and larger particles, by definition. While this mod is cool and I have absolutely no problems with you making it, you might take a moment to do a cursory study of electromagnetism and ask yourself, "What IS electricity? What IS magnetism?" Currently, your answers are wrong but very cute.

     

    I didn't make the engines based on any actual real life counterparts. There aren't any. Also I noted "what if it worked" these are a far cry from being realistic. They are simply an experiment in modding that worked, some were asking for it, thus here they are. My understanding of electromagnetism and the science and rules behind propulsion are fine, but, again, these are not based on real life. Come on, I have Star Trek nacelles, hahahaha. This is a fun fictional work, take it as that and nothing more. 

  15. PURE Electric Engines

    You wanted electric engines without needing additional fuels, now you have them. This set of engines allows you to go FULL GREEN and only use Batteries and/or Solar power. 

    OH ME OH MY! On Duna Helicopters now fly! Yes my friends, as of the last update to Pure, we are up to EC11! Added in are side mounted fans, Helicopter blades, EC RCS, and a high alt Trekker engine for REAL speedsters. 

    Prosimian Productions has teamed up with us here and he created beautiful set of Star Trek based engines and they are fantastic! 

    Take your builds to the next level with PURE Electric Engines!

    The basic engines have thrust based on the stock engine. 

    • EC1 "Pure"
      •  Max Thrust = 25
      • Size = 0.625
      • Comparable to Juno
    • EC2 "PsyOclone"
      • Max Thrust = 80 (125)
      • Size = 1.25
      • Normal & Performance modes (afterburner) 
      • Comparable to Panther
    • EC3 "Manleneto"
      • Max Thrust = 100 (170)
      • Size = 1.25
      • Atmospheric & ExtrAtospheric modes (orbital)
      • Comparable to Rapier
    • EC4 "ElecTrek"
      • Max Thrust = 200 (400)
      • Size = 1.25
      • Comparable to Rapier (Star Trek Nacelles) 
    • EC5 "ElecTrek Heavy"
      • Max Thrust = 300 (620)
      • Size = 2.5
      • Comparable to Rapier (Star Trek Nacelles)

     

    BmT69XK.png

     

    bgdkBzU.png

    4-18-2022

    Added MOAR! Parts. This time for Rovers!

    3 Wheels, 2 Chassis, EC Generator, Steel Beam, 2 Glass Panes, 1 adapter, 2 Lead weights! They are all tough as nails, so go all out and crash! Go from 0-40 m/s in 9 seconds and jump that crater! YOU are back in control of rovers and survivability! Embrace your inner Kerman Knievel!

    djxKN2y.png

    w4PKVQk.png

    mSatZt9.png

    https://spacedock.info/mod/1998/Pure Electric Engines

    License: MIT 

  16. On 11/19/2018 at 5:11 AM, Annastasya said:

    First off, thank you for your hard work on this great mod! I wanted to let you know that ModManager is finding two errors in the patch file for SinkEMAll. The file is "SinkEMAll_IntakeVersion.cfg". It appears to be simple syntax errors, maybe version change related. I couldn't find a github or similar file place to try and update the file for you so I'll list the corrections below. These changes alleviate the errors in MM so it can do as intended.

     

    Line 13 is:

    "@PART[*]:HAS[@RESOURCE[MonoPropellant]]:[!RESOURCE[CompressedLiquids]]:Final"

    Line 13 Should be:

    "@PART[*]:HAS[@RESOURCE[MonoPropellant],!RESOURCE[CompressedLiquids]]:Final"

     

    Line 24is:

    "@PART[*]:HAS[@RESOURCE[XenonGas]]:[!RESOURCE[CompressedLiquids]]:Final"

    Line 24 Should be:

    "@PART[*]:HAS[@RESOURCE[XenonGas],!RESOURCE[CompressedLiquids]]:Final"

    Interesting, then again, I need to update the MM that it is packaged with. Thanks for the heads up!

  17. 4 hours ago, aaronsta1 said:

    is there any way to make the compressed liquids not weigh anything? or something? i am trying to make a rover type vehicle but when i intake liquids the craft weighs like 20,000 tons and it implodes when it hits the bottom.

    You would need to close the intakes. Once closed, they no longer would increase the weight. To lighten the craft, you would need to then exhaust the ballast

  18. Just now, sc0rch said:

    Ok, so I have KSP 1.4.5 and MOIST! UWT v1.5 says it's for KSP 1.5.1 on Spacedock, but the changelog description says it works for 1.4.2. My question is do I install MOIST! UWT version 1.5 or version 1.4?

    Tbh, since it's using stock modules that did not change between the two versions, it would work with either

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