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inigma

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Everything posted by inigma

  1. Had this idea, thought I'd share it with our contract master, nightingale: [url]https://www.reddit.com/r/KerbalSpaceProgram/comments/3tzb6c/would_anyone_be_interested_in_developing_a/[/url]
  2. [quote name='Nansuchao']In my opinion this will be great for RSS/RO players, but not at all for stock players. with just one KSC on all Kerbin, it's very difficult in the beginning of a career to reenter on the KSC.[/QUOTE] Player would have ability to designate alternate or additional recovery zones either by config menu or by dropping off a recovery beacon allowing recovery in a certain radius. Useful to designate recovery zones offworld too. :)
  3. For hard core players. A mod to enable players to designate by cheat or part or mod or contract, an acceptable craft recovery zone. Unconfigured, this mod would force recovery of craft near KSC only and not permit recovery anywhere else. This would require players to engineer and use crew and ship recovery systems to get them to a zone so thy can recover. Player would have ability to designate alternate or additional recovery zones either by config menu or by dropping off a recovery beacon allowing recovery in a certain radius. Useful to designate recovery zones offworld too. Extensible Ideas: - Option would be to allow recovery anywhere not designated as a Recovery Zone, but for a fine. Perhaps this being the default action. - Beacon part extending Recovery Zones could be one-time use or repeating. - Beacon part would be offered by the NIMBY Corporation.
  4. I'm looking for someone to maintain this after me. I'm just too busy to start this thread again after the forum merge. Any Spacecraft Exchange regular want to take this repository of showcases over for us?
  5. I thought I'd ask here first: I have a boat with command seats for the pilot and passenger. I can load in the passenger in the command seat on launch of the craft (providing a cabin for them to spawn into and then have pilot and passenger manually board the command seats on the boat), or I can do this easier via the Take Command mod right on launch from SPH which allows me to spawn direct to the command seats. Anyways, I run into two issues: 1. The passenger is not recognized as being in the command seat by HasPassengers 2. On recovery of the pilot (and subsequently the vessel he's piloting) the passenger remains. RecoverKerbal fails to recognize separate recoveries for pilot and passenger. Would be really nice to figure out a way to make boats and planes using just command seats, to complete tourism or passenger transport contracts for early game careers that only start with a command seat and no closed cockpits. Thoughts? Also, I created an agency called Kerbal Space Program. Do you foresee that conflicting at anytime with stock KSP or anyone else using Contract Configurator with the same agency name?
  6. four stars? just made it five. good work Nertea.
  7. do you have a github for this so people can fork or clone and push requests? i really like the engineering category approach, and with SETI no longer in development, I'd love to see about adopting ETT as the recommended tech tree for my aircraft contract pack. Based on my initial overview of your tree, I recommend: -Move the Command Chair to Aviation -Move Mk1 Crew Cabin to Subsonic Flight This way early airplanes are either command chair affairs (with the Take Command mod recommended), or single seater cockpits (in stock). Pressurized passenger cabins should come a tad later, at Subsonic Flight.
  8. [quote name='panzer1b']Why name it holodeck? I thought it was an actual working holodeck in KSP from like startrek :([/QUOTE] I'm halfway tempted to simply fork this and redistribute this as "KSC Simulator" or "Simulation Mode" ... but only if I understood the code. Alas I'm only a beginner programmer.
  9. With SETI being put on hold, I was wondering if I should go ahead and allow this mod to unlock basic aircraft parts upon contract acceptance, even at tier 0 research. Make them experimental, and if the player is successful, they get to keep the parts, if not, they have to wait to grind it using whatever tech tree they may happen to use. Thoughts?
  10. [quote name='nightingale']Indeed: [code] // Whether the vessel should show up as owned or unowned. If it is // owned, then it will be immediately selectable. // // Type: [URL="https://github.com/jrossignol/ContractConfigurator/wiki/Boolean-Type"]bool[/URL] // Required: No (defaulted) // Default: false // owned = False [/code][/QUOTE] I know about spawning vessels selected by the contract, but I was just wondering if there was a way for the player to specify which vessel to spawn.
  11. [quote name='Yemo'][B][SIZE=3] This project has been put [COLOR=#b22222][ON HOLD][/COLOR] indefinately, including all further support requests.[/SIZE][/B] I do not like where squad is heading in terms of development (feature list and console ports as apparent priorities) and customer treatment. Since forum rule 3.4 forbids me from discussing staff decisions or disrespecting staff (apparently by criticizing in a certain fashion/extent) and those rules are strictly enforced, even in threads which announce the deletion of many hours of user created content, I will not respond to any inquiries regarding the details of my decision. Thank you all for your support of this mod. Best regards, Yemo[/QUOTE] *sniff* there goes my favorite mod...
  12. Is there a way for CC to spawn player's vessels for launch somewhere else, such as the VAB helipads or KSC Island (for rescue missions)? I know there's Kerbin-Side, but I was wondering if CC had a simpler capacity to do so on a per-contract basis.
  13. Is there a way to make [URL="http://forum.kerbalspaceprogram.com/threads/101604"]Contract Configurator[/URL] contract packs work with FF to allow contract packs to award custom ribbons? I'd love to add Araym's ribbons (if he'd let me) or something similar, as reward for progression for completing KSC Coast Guard contracts. Check out my draft concept of how Contract Pack modders should have easy config file access to interacting with FF in their Contract Packs: [url]https://github.com/jrossignol/ContractConfigurator/issues/351[/url]
  14. The Ady Gil is great (aka fast) for testing this contract pack. Released 0.1 for ya to test if you wish. [IMG]http://i.imgur.com/Fjwuzqy.png[/IMG] Contract Pack: SSI Aerospace 0.1 [url]http://forum.kerbalspaceprogram.com/threads/138997-WIP-Contract-Pack-SSI-Aerospace-%280-0-1a%29-Early-Career-Air-Charters-%28Giving-Aircraft-a-Purpose%29[/url]
  15. SSI Aerospace 0.1 released. 3 new contracts: Shoreline Tour, KSC Islands Survey, and a Helicopter/VTOL prototype test mission. 0.1 since the code base was updated to be ready for expansion now that all basic concepts have been tested and proven with these total now 7 contracts. All future contracts will be variants of these principles. Requires Contract Configurator 1.8.2 (you can download the current development version here: [url]https://github.com/jrossignol/ContractConfigurator/archive/master.zip[/url]) Updated OP with some pics.
  16. Rix Killian has offered his engineering skills to design and launch an aircraft carrier for the contract pack. [imgur]o2HNW[/imgur]
  17. [quote name='Bubbadevlin']Well, I had one sitting around, although it is a bit high with 370 parts [url]http://i.imgur.com/jt35NLS.png[/url] What do you think of it?[/QUOTE] Thanks bubba, but a wee too high. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='RixKillian']After a few hours of work, here we are: Presenting the [B]Inigma-Class Aircraft Carrier[/B]: [url]http://imgur.com/a/o2HNW[/url] It currently has 288 parts, so a little on the high side but I haven't noticed any drop in performance when landing on it (I'm playing on a macbook pro). The deck is over 100 meters long; I was able to land a stock Gull seaplane on it using only about half the deck with a makeshift arrestor hook. The ship is based loosely off the American Kitty Hawk-Class Carriers, and includes runway and deck lights for night landings. Hope it's useful for what you need, if the part count is too high, let me know and I'll try to slim it down. Cheers! -Rix Killian[/QUOTE] Thanks! This is awesome! Perfect actually. Post a download and I'll start testing it when I get to the carrier contract. Feel free to make updates/modifications until then. :)
  18. [quote name='CliftonM']I think Kerbal Construction time does this.[/QUOTE] To much feature bloat. Really just need something like HoloDeck.
  19. With the upcoming move to the new forums, I suspect a number of the guys in Rocket Builders will request thread moves to Spacecraft Exchange. Here's mine: [url]http://forum.kerbalspaceprogram.com/threads/41898-Shuttlecraft-Systems-Inc-%28SSI%29-Your-Auxiliary-Spacecraft-Company%21-Now-Multiplayer%21[/url] Please move it to Spacecraft Exchange.
  20. The carrier doesn't even need to be functional. Just look like a carrier. The idea is to spawn it using Contract Configurator on the ocean waters some distance from KSC, and have a small airplane land on it. Stock parts only. Just needs to be able to float level. Part count under 300 would be ideal. Under 200 would be amazing. Under 100 and still looking good would be *gasp* perfect. Essentially a floating prop.
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