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Garoad

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Everything posted by Garoad

  1. Thanks. I was mostly looking on Spaceport and I guess I somehow overlooked it in the one or two forum searches I tried. This stuff is pretty cool. Problem I have now is, I have no ideas for mods to work on. lol
  2. Looks like I have some more searching to do. Only thing is I cannot find ANY "kethane" pack anywhere. Is it is under some other name?
  3. New around here, I have a few modding feasibility questions before I start messing around with learning KSP modding. If any of these have been done already, I haven't been able to find them. Still trying to get a feel for what's possible and what isn't... 1) Refueling on another planet/moon via mining. The way I envision this working, we'd devise some plausible cockamamie "scientific" process for manufacturing liquid, mono, and solid fuel using just local drilling/mining and electricity. This would need to be done via EVA (need some practical uses!) or maybe robotically to gather resources & run any machinery needed to produce fuel. 1a) Prospecting and sampling needed to locate mineral rich areas to create stuff from? 1b) Possible to connect fuel hoses between fuel producing machines, base storage tanks, and vehicle storage tanks to facilitate transfers? Yeah, might be tough to make hose-like... 2) Towing or some other method of retrieval of re-usable 1st stage tanks/boosters/engines 3) Add new fuel/engine types (may be needed for the plausible cockamamie science) 4) A magnetic crane to move/build base components, or to fix up that mess of a "landing" the other Kerbals pulled off recently (i.e. point your ship upright after tipping it over) 4a) A physical "Grabber Thingy®" for a similar use as a crane, build/fix bases, etc. 5) Spawning/building base components using some manufacturing/production process similar to the fuel production concept above 100) Railgun style launches? +1000 points if you have to build the rail manually
  4. A few more ideas: 1) Any chance we can get it to use main engines for medium-range approaches? Something like 20,000m range or at least 1,000m would be awesome. Biggest feature for me would be velocity equalization once you get into range. 2) Is it possible to implement velocity zeroing or an automated approach for ANY nearby object even if it doesn't have HydroTech installed? I know docking probably isn't feasible (thus the guide equipment), but just nulling relative v would help massively. This would be great for cleaning up debris. I've found that my ability to grab or dock with free floating space junk (using the awesome Buran shuttle mod) is just short of being able to actually GRAB the debris due to an unability to zero my relative velocity. I got pretty close but it is REALLY hard grabbing those floating decouplers and junk like that.
  5. I agree that's a great idea - especially if it's more compact than using a port + HydroTech_DA_1m "disc" combo. A jr. port size would be cool too. Any chance such docking ports could have a bit "stronger" link when docked, or is that something not moddable?
  6. I'm new here, but this is something I've been wondering about too. Even cooler if you have to build it remotely yourself. As I get more familiarized with KSP and it's modding capabilities, stuff like remote "manufacturing" or production processes are on my wish list...
  7. Great! (forum rules) (I was wondering about closed-source security issues...) I haven't checked them all yet, but it seems like every mod I've gotten off Spaceport so far doesn't include source. Hopefully that'll change with time, because the more chances to allow others to build on prior work, the more everyone will benefit. Will check out Unity docs.
  8. You would think, but it doesn't seem like many mods have their code released. I really wish open source (any "license" as long as source is available) was a requirement to upload anything. Are there any good open source mods which demonstrate custom GUI functionality? (But how did they learn the API originally?)
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