apfelbeck
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Bottle Rocketeer
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Printed sandstone isn't cheap, those prices are probably very near at-cost already.
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The problem is that making injection mold for even a basic figurine is very expensive. It'd be hard to get tooling cost lower than several tens of thousands of $. Molded plastic is cheap when you're making thousands of parts, otherwise it's prohibitively expensive. I doubt Squad can find ten thousand people who want a Kerbal figurine.
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Rocket Explosion Simulator
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Replace one part with another
apfelbeck replied to apfelbeck's topic in KSP1 C# Plugin Development Help and Support
Thanks, Is there example code or a mod that I can look at that shows how to do this? -
Replace one part with another
apfelbeck replied to apfelbeck's topic in KSP1 C# Plugin Development Help and Support
Thanks for your input PrivateFlip. This is the first time I've tried to write a KSP mod, but no I didn't think it would be easy. I've got plenty of C# and game development experience but none for Unity/KSP. You're exactly right about what I was thinking. My original idea was building docking port derivatives that a kerbal on EVA could bolt together, creating a stronger connection between the pieces. I don't think that'll be worth the effort at least for now. I've got a fall back idea that I think may work. It goes like this: create a more rigid structure by making a few connections using whatever the Unity version of a rigid joint is between the part one of the docking ports is attached to and the part that the other docking port is attached to. That may be confusing, here's an example: you have a 3 kerbal pod with a docking port connected to a 1 kerbal lander can with a docking port, the stack looks like: pod | port | port | can You EVA with a kerbal and berth the connection. Internally the code attaches 3 invisible rigid joints between the 3 kerbal pod and the lander can; the joints are spread out 180 degrees from each other along the outer radius of the docking port. I think this second version is more tenable. Unfortunately my ignorance coupled with a frustrating lack of documentation, lack of a debugger and minutes long load KSP, do the action and check the log test cycle makes for very slow going. Thanks for reading my ramblings. If you have any suggestions I'd love to hear them. -
Arstechnica has a really great pair of articles about NASA reviving the F1 engines in modern form.
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I thought this one was obvious but I haven't seen it. via Imgflip Pie Chart Maker
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My first Mun landing was following the Apollo 11 tutorial on the wiki.
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Stop Chutes from opening.
apfelbeck replied to CtrlAltEL1TE's topic in KSP1 Gameplay Questions and Tutorials
That's a bug in MechJeb. Turn off auto staging in ascent guidance or set auto staging to end before your stage that has the parachutes. -
Spent hours building a huge refueling base. Couldn't dock a ship with it 'cus my clamp-o-trons were on backwards...
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The side with the handle on it is the side that sticks out.
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Building and tweaking my designs; figuring out how to do things.
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I named it 'car on the Mun'. I beat Apollo 15 and brought 2 Need to come up with a better rover design though...
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I named it 'Cars on the Mun'. I out-did Apollo 15 and brought 2 Any tips for making faster rovers? Mine maxed out at about 5.5 m/s on the Mun.