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Metapher

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Everything posted by Metapher

  1. Since you alread answered yourself: Because of the Craft-File-Exchange*, the other vessel should look and feel like you would play with it. Exhaust should be there, and they should collide. Docking will be a bit tricky...i imagine a dock-confirm-system, like in the Scifi-Movies. If a player targets your port in a close range (100m or something), both players will get a bi-directional message in a "Master and Slave"-style. Both players select the style of docking -> Master/Slave -> if both select the respective opposite, docking ports will open and be dockable. P1 selects Slave: P2 will control the whole vessel e.g. attaching the new parts to P2-vessel (P1 loses control of his parts) P1 selects Master: P1 will control the whole vessel e.g. attaching the new parts to P1-vessel (P2 loses control of his parts) ... as long as they are docked. On undocking, the parts will be seperated to the player-IDs and everybody has their control back. *Craft-File-Exchange: When a player wants to push is vessel out of the VAB/SPH, it MUST be saved to a craft-file. Then the file-sync hits and seeds the new craft-file to every other player. Only the player who wants to start gets a loadingscreen, till every other client responds with "craft-file successfully synced". So every player has the same file and will see the same ship during the game.
  2. Strage..posted something yesterday and its not here... Anyway: Looks good, only the head-heavy rotating looks a bit weird, or does this come from the shipdesign itself? Gimme a shot if you need a tester
  3. So iam going to mess around with kOS, but i still have some questions: is there a inline "-help" or "-command" to list all commands or something? and am i able to call (like dos-batch call) different scriptfiles inside another scriptfile? like when my ascent-script is finished, i would like to call my transfer-script.
  4. Maybe we could stop warping and start with the problem to get two ships to a point near theirselfs without hyperedit? but apropos hyperedit...couldnt you abstract it to edit the ships position every second? or would that be too much?
  5. I dont mod, and iam a bad programmer, but heres my opinion about the synchro problem (and excuse my english-german-mixed-grammar): Whats in my head about positions: What your mod needs to force, is a 0-State. A time where the game starts in an initial state, where every position, rotation/angle, blah blah, from every object is set from a startvariable. Also every ship on the launchpad has always a same startposition, ALWAYS. Because you defined this position by placing it in the VAB So even when the game started a while ago, we could recalculate the startposition of the ship, like it would be placed on the launchpad right at the moment of game-initialisation. With these informations (6-axis + 3 angles) of the "0-State" of every vessel, we are able to calculate the same position for every other user from the actual position. (Where is the launchpad now -> where would have it been at 0-State -> calculated difference) All the clients needs to know are the 0-States as fixed variables and the real-time "Now-State". The rest should be highschool mathematics, since KSP doenst use n-body-problematics.
  6. Nice to know, but its not the best solution hm? Because in this case, i can use only 5 parts maximum?! 10 AG = 5 Move+ and 5 Move- And seconds as unit arent the best solution. Maybe i'm want too much, but degrees/steps like a stepper-motor are better ^^; Sadly there are no visible unique IDs for parts..
  7. Would we be able to access other moveable parts with kOS? Like programming Infernal Robotics parts to move?
  8. As by now, even 99% of the debris is coming down in one piece. ofcourse they shatter to pieces, but they dont become pulverized in the atmosphere by the mod.
  9. The same bugs occur when i only use the Zoom-Hullcam. Idk if you use the same libary?
  10. So..works nice, especially the slow turning, but i encounter 2 bugs. (no kethane installed) Also i encounter a jitter if i activate the torque, is this a MechJeb problem?
  11. Ok Maybe somebody wants to add your data to the wiki?
  12. So due to the fact that KSP doesnt have solarwind implemented, we messure the real cold space? Thats what i got from Graphotron. And from the CSV (with height) edit: Deadly Reentry enabled...could it be compromised by it?
  13. The most disturbing fact to me is: all graphs from Earths atmo tend to humongous "hot" values in the thermosphere, like +1200°C. And then theres your graph showing exactly the opposite xD
  14. looking at my screenshots and comparing it to http://commons.wikimedia.org/wiki/File:Standardatmosph%C3%A4re_1976_90km.png, then keeping the layers in mind (Tropo (warm), Strato (cold), Meso (warm)). Then it looks like it. Also the mod works nice. (just noticed, that i forgot to toggle the thermometer...what you see is the mod's temp)
  15. Öh....3 Pages about he/she/it !? cmon. lucky me, that i skipped geography in the last 2 grades..years ago.. offcourse i heard from the different air-layers, but didnt imagine that they are implemented. also i ever thought of inversion only in low heights as weather-phenomenon (low hanging smoke from easter-bonfires and so on). so i got something new to learn, thanks dave ^^
  16. Okay...then lets try to flame it up a bit with the revamped Deadly reentry heat 2.3. Thanks alot guys.
  17. Moin moin. I want to measure the reentry heat to see what i could use as heatshield, but i keep getting wrong/irrational data from the thermometer. Maybe i do it wrong, but i tried to keep it as simple as it should be.. Testsystem: - Small Cube-Sat with an upside-down 1,25-2,5m piece - 1x Thermo directly on the nose = should be the hottest place - 1x Thermo on the inside = colder point The highest temp i could measure was something around 5°C while descending. They pop from -110 to -30 to -50 to +5 to -35 and then to surface temp +20. http://imgur.com/a/4CcKo (7 pics)
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