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Aknar

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Everything posted by Aknar

  1. I don't wish to bug you with this but I feel I was misunderstood. It seems odd to me that in a universe that is scaled down, we have parachutes the size of the human ones. The cockpit is kerbal-sized so something around half the size of a human one. The old ones seemed more appropriate... The drogue chutes are of a similar size and can bring down a heavy craft even if you do need a burn at the last second, so going for something that massive seems a bit over the top for the task at hand. For the triple parachute and overlapping. I though that it was done by defining their orientation like you would for flame effects for exemple. Of course, I understand that it only works for the part itself and not parachutes from other parts. I understand you might not share my opinion and I don't want to appear ungrateful for this wonderful mod you made. I have an idea of how difficult most of this must be, and this is why I am not doing it myself. I'm stuck playing with values in the .cfg files. I am also aware of how much time you put aside to answer every single post and that really changes from other threads I'm used to posting on, and I want to thank you for that as well
  2. First of all, love your mod, hope what i'll say afterwards will be well received. I don't really understand the decision to go for 50m main chutes. That really seems excessive, and yet the parachute has lost a lot of it's efficiency. We have to reason with Kerbal sizes 2x smaller and their environment which is 4x smaller. I hope the idea isn't to land a whole ship with all it's stages since the idea of staging is to keep only the stuff you need throughout the mission while getting rid of the rest as it becomes useless. Replacing the vanilla parachutes with stats of your own was a good move and I can't get why it has been undone. You obviously put loads of great and realistic new features into the new versions and this is probably more realistic but it seems to defeat the purpose of having several different types of parachutes and even a micro-burn to brake at the last second if there is a 50m parachute doing all the work for you and threatening to trap you under it you once it comes down. I'd envision the big ones to be the last solution for heavy crafts having to land on duna for example. Instead of one huge chute, you could easily fit in three small ones that would do the trick and look way cooler. About those, where are they? I can't get my hands on them and I suppose you need to change the whole part.cfg to avoid overlap, ... Even the ones that deploy two chutes overlap. That's a bit of a shame :/ The single chutes should be stored away in the stock parts that have a smaller profile (or a new part with the same profile). I'll try and play around with values until I get something I'm happy with but I'd be really greatful if you could give me the version you had after the major update to have the new features but before you changed the chute to 50m. If you don't have it anymore, could you tell me how to get those three parachutes that don't overlap? For now I'm using the drogue chutes for main chutes which is actually really fancy because it forces you to do a last-second burn to have a smooth landing
  3. Wow! Great. Thanks Nothke. And you made another mod (The 6S Service Compartment Tubes) available to keep us waiting? Another top of the shelf one I might add. You are the best [h=2][/h]
  4. To make this work, you would of course need to create different achievements based on the type of craft landing on the different planets. The type of ship can be chosen ingame and is found after the name of the vessel in the persistent.sfs file as well as the ProgressTracking of the vanilla game on which you should expand. Unistrut might be interested in this. I'm simply trying to put your efforts in common to make something great. Hope it's well received
  5. thanks, appreciate it :)

  6. Is there something being done about the random head and suit problem? I'd be happy to attribute faces and suits individually to my crew and applicants in the quicksave.sfs and persistent.sfs if there is a code to allow me to do it
  7. Hey, I was wondering if you would be interested in expanding this idea and eventually working with Unistrut and his ribbons ([WEB APP] Ribbon Generator [1.1.0]) like the one in my signature. You would just have to attribute each of your achievements to the logos he creates for them. Some new acheivments would have to be made for precis planets, biomes, g's, altitude, temperature, time of flight, orbital info, planets ... with the in-flight info. You could follow the progress with this graphical representation of your acheivments displayed in game, and have it displayed on the forum as well. Hope this interests you
  8. Nothke is showing a lot of activity on the forum. I think he's juggling several mods at once
  9. So the dots represent the number of vessels that landed on that planet? Is the placement of the dots diffrent depending what type of craft it is?
  10. Hey, First of all, love the ribbons. I was wondering if you would be interested in expanding this idea and eventually working with blizzy78 and his achievement mod ([0.22.0] Achievements 1.5.1 - Earn 132 achievements while playing) that gives achievements in-game. It's still being worked on, and it would need more precise achievements to add to the existing global ones but it could make the ribbon for you with the achievements you have on one of your saves or on all if your games. You just attribute the logos you made to each achievement he creates for them with the in-flight info of biomes, g's, altitude, temperature, time of flight, orbital info, planets ... You can then have it displayed in game, or enter the info on your site to have the ribbon pop up. Different sort of ribbons can then be made, the first being planetary exploration (the ribbons you already made), then the more global achievements (concerning inflight data: altitude achieved, max temperature, g's, crew survival, ...) Hope this interests you
  11. Yes of course... We are talking about sending individuals to other planets that are inaccessible because of the time it takes to sent a craft all the way over there. Freezing someone has not proven to be more than science fiction although we now have the technology to make ex-virto babies and nurse robots (even if it needs quiet a few years to make them truly functional...). "There are no age restrictions for the NASA Astronaut Corps. Astronaut candidates have ranged between the ages of 26 and 46, with the average age being 34". The lifespan of a human is too short for these missions and he can't freeze his aging by any means. It's safe to assume that a kerbals have a short life span (with all the explosions and all ^^), and the whole thing is a sized down version of our world, (with a certain number of alterations i must admit) Going further than mars or duna, would probably mean the astronaut in question would be retired by the time he gets to that planet and wouldn't have enough time to go back. Living his whole life in a vessel is not very human either... I'm just looking at this from a scientific standing point but I won't argue with the inhumanity of this idea. Just putting ideas out there for others looking for a loophole in life-support. I play with these mods for realism but at the same time don't see human exploration of mars happening and would be sad to hear it has. Man going any further than their moon is a huge waste of resources for very little scientific advance, and will lead to considering such ideas and aberrations like trying to colonize mars (with no way back, not that the colony would actually last that long). So to sum up: Yes you are absolutely right, I'd just extend that statement to other ideas floating around this thread
  12. TaranisElsu, How about making a hitchhiker into a medical bay stocked with embryos or enfants to grow Kerbals for missions to the furthest reaches of the solar-system. The ship would leave kerbin unmanned and controlled by a probe (nice mission you need to plan if you are using RemoteTech). Kerbals would be born on the vessel and grow up under a computer nurse. Consumption of oxygen, food, ... would only start after a year or so and would very slowly increase as Kerbals grow to full size. Being taught only what they need to know, they would be ready to control the ship before reaching adulthood. This wouldn't avoid the need for 99% recycling, or sleep chambers, but it could be implemented before them (since I believe this is easier to mod). Colonies would be very easy to start with this idea, since you can bring an army of kerbals with only one trip. It would take very little modding to get this done, since you only need to make the kerbals appear on the vessel after a given time (when they are able to command the vessel themselves). Consumption of resources would start beforehand but in tiny proportions and would increase past the time they assume control of the vessel, to the standard consumption amount of an adult kerbal a few years later. Taking into consideration the scaled down kerbin system (days are also 4x shorter) and relative intelligence and comprehension of spacecrafts they could grow and learn the basics to assume control of ship in very short time (little more than 4 years maybe?). I'm not that interested in the idea, but I think it might interest a few here for their solar-system grand tour, or deep space exploration, or simply far off planet colonization.
  13. I find clouds to be too dispersed and transparent so i'd be happy to get instructions on how to make it look denser and more grouped rather that fogging up the space view. The volumetric cloud looks really great. It must use too much resources to put them all over the place but if they decrease in volume depending on distance, it could be feasible couldn't it? I'm really impatient to see this. It would really add to the environment and immersion to go through the clouds while flying a plane or a rocket and know from that moment that you're heading off to space. Also, does someone know if anyone worked on turbulence? In earlier versions of the game, rockets would tend to sway and sometimes snap at a certain altitude. Establishing that for the below cloud level and make it especially intense while going through the clouds would make the mission that much more exciting. Aerodynamics haven't yet been established although there are vanilla parts made specifically for that purpose. Parts have wind resistance, is it just used for the aerobraking mechanics? Is this a planned feature in later versions of the game? Anyway, really nice work. hope to see frequent updates on this
  14. Simple, erase the folders containing those containers and open StockPartChanges.cfg, go all the way down to the hitchhiker and increase the resources to what ever amount you want. You can then go on to add resources to any empty, hollow (for realistic purposes) part you wish by adding it to the bottom of the list, you just need to reproduce the info overhead and fill in with the name of the part and the amount of resources (weight will be added on).
  15. It can't do a thing if nothing has gravity to pull the kerbal in and give him an orientation. If you managed to give gravity to the kerbal, it just might work.
  16. Your giving SeaSicknessCure to the boots? I don't think this has much chance of working since I believe it only changes the status to "landed" and can only apply to kerbals themselves, but give it a go. There needs to be sufficient gravity as well or it won't work... With this method, the only way I see it working is if you manage to put gravity on the boots, so that the Kerbal would have slight gravity. Frizzank: Looking through Krag's planet factory's files would indeed be a good idea. I'm still hoping you'll be the first to bring us an asteroid belt.
  17. Isn't that just the core? try zooming out a bunch. Haven't used this mod in ages though so discard what I say if you know it's wrong. Also, tweaking gravity is probably not gonna do it, to make him stand up on the platform. It does the same on kerbin if your in a boat. You would need to change value to "landed" for the kerbal to be able to stand up. Try looking through the sea-sickness cure mod: http://kerbalspaceprogram.com/sea-sickness-cure/ It's the same principle although the circumstances and environment are different. See if you can get an idea or two on how to make it work for this.
  18. Oh... Well, for now I mainly changed consumption values keeping oxygen at 1 but changing the two others plus the waste values, so recycling is less efficient. I still need to tweak values but it's starting to look nice. Now I need to figure out a way to do that on EVA values.
  19. I finally got my waste disposal system working. Uses the mesh from stock RCS. Can't get the visuals though (i've been trying yellow flame and light, If anyone has an idea...) It spends electricity and WasteWater AND Waste. I only need to change one value to make one for CO2. It's used on small crafts that can't afford the weight of recycling, and were it is easier to just dump waste. I would need a nice idea for a Waste disposal system that only does Waste and can represent it in a decent manner. I integrated both recyclers into the hitchhiker and as the last resource, waste of all sorts, can't be recycled, I need a fancy looking and compact disposal hatch.
  20. TaranisElsu, If you find the time, could you send me the TAClifesupport.dll and lifesupport.cfg where waste resources are deadly please? I hope it's not too much to ask. I'll type in the values, I just need a copy paste of the resources line, changed to the names of waste resources, so they can kill Kerbals if container fills up to max.
  21. I didn't want to come across as trying to top your idea, I was merely agreeing . I'm glad to have someone else out there looking into the scripts, to try and see what can be done with these nice ideas . I only know how to play around with the .cfg files so my knowledge on the matter is limited so i'd be more than happy if you found out how to make this possible
  22. Oh, and add acheivments such as can be found in the flight record (end of flight report or by pressing F3), such as a reaching a certain amount of g's, going a certain speed distance (over several flights as well), ...
  23. This is what I said earlier on the subject : diomedea, I think this might be possible if modders can have access to the script for how kerbals react. We can base ourselves on this and add the G's indicator to the math to have a notion of stress that would increase or decrease resource consumption. It would really give life to Kerbals and their faces would take into consideration if they are out of resources and fighting for survival.
  24. Last thing, I'll stop bothering you after this Achievements are only taken into consideration if you don't revert flight, and i understand the idea to have achievements for the missions that really toke place rather than the tests and practice runs, but it does represent what the player tries and saw fail. Having two different sets of achievements to have these failers would be a nice idea. And how about having a little note under each achievement specifying ship type, crew, location and biome, ... if you do not wish to have precise achievements for everything.
  25. My bad, Sorry for the confusion. And the oxygen problem was a terrible mix-up. I got confused between life-support mods, the fact that oxygen isn't used on kerbin, the values that don't change on small time lapses... I understand the will to have readable and reliable information for resupply missions but I don't make bases so I see little use for this, only a space-station that is quick to reach and isn't terribly concerned by this. I find it a shame that you get all warnings at once, and that you only deal with a welcome basket of resource that are all depleting at the same time. If this doesn't bother anyone else, I'll go play some more with the .cfg files on my own.
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