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Everything posted by inigma
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[1.0.x] HoloDeck - Sandboxed Flight Simulations
inigma replied to enneract's topic in KSP1 Mod Releases
Is this running in 1.0.5? -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
I had this thought. This really crazy off-the-wall-can't-believe-it's-not thought. Any chance to incorporate a means to include cut-scenes on load of a craft to complete a contract? Imagine reading in Mission Control a contract to respond to an S.O.S. to rescue a merchant vessel, which after accepting, and launching your craft, a cut scene loads from say a youtube or flv video that plays a video showing a rogue submarine torpedoing said merchant vessel, giving your mission a sort of backstory ... when you finally arrive to see the vessel cut in two and Kerbals floating around needing rescue.- 5,225 replies
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Desired: A "Launch in Simulator" button in VAB and SPH which: - saves a backup persistence file automatically - launches the craft per the norm - gives you a visual indicator you are in Simulator Mode - temporarily replaces the Recover Vessel in both player mode and Space Center view, with the action to popup a dialog box "Do you want to end the simulation?" When answered in the affirmative to end the simulation then: - Automatically re-loads the game from the saved backup persistence file saved prior to the simulation launch - Return you to your craft in the VAB or SPH. Thoughts? I'm looking for a modder to club this together if possible. I'm only beginning to mod contract pack config files. Modding this though is out of my league, but should be stock for those hard core career players who don't play with reverting real missions. At least this idea gives them the ability to simulate launches within the game while playing with revert off or want a more formal way of declaring a mission as a simulated mission without having to click that revert button (and not feel cheaty doing so). Currently this mod that attempted to do so is dead: [url]http://forum.kerbalspaceprogram.com/threads/93722[/url] and Kerbal Construction Time is too much mod. Just need something simple, basic, functional as described above, nothing more. I know a lot of players would love it.
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Is this the place to suggest CTT start with small rover wheels, small battery, command seat,flea, and cmd pod mk1? Also is this on github?
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Needed: Stock Usable Aircraft Carrier for Contract Pack
inigma replied to inigma's topic in KSP1 The Spacecraft Exchange
[quote name='Majorjim']Build one dude. It is a breeze, flat top boaty bottom.[/QUOTE] Too busy. programming is taking up a lot of time. I don't even have time to update my shuttle to add the vectors. I figured some brave soul here might like the opportunity to have one of their creations memorialized. :) -
I need a low part count stock usable aircraft carrier for Contract Pack: SSI Aerospace - Giving Aircraft a Purpose: Air Flights, Tours, Coast Guard, STS http://forum.kerbalspaceprogram.com/threads/138997-WIP-Contract-Pack-SSI-Aerospace-%280-0-1a%29-Early-Career-Air-Charters-%28Giving-Aircraft-a-Purpose%29 Essentially I want to create a contract/mission requiring that one land on an aircraft carrier. I'll include it in the pack and of course give you full credit. UPDATE: Contract Pack: Giving Aircraft a Purpose 1.0 Beta is released! Giving Aircraft a Purpose (GAP): http://forum.kerbalspaceprogram.com/index.php?/topic/129208-contract-pack-giving-aircraft-a-purpose-gap-10-beta-air-flights-tours-coast-guard-sts-105jan-4-2016/
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updated progress towards 0.1 in second post changelog.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
What does ReturnHome do? The wiki isn't clear on what it means.- 5,225 replies
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maculator, I've branched off some of your ideas into my own Contract Pack: SSI Aerospace - Giving Aircraft a Purpose (early career repeatable flights for profit) [url]http://forum.kerbalspaceprogram.com/threads/138997-Contract-Pack-SSI-Aerospace-0-0-4-Giving-Aircraft-a-Purpose-Air-Flights-Tours-Coast-Guard-STS[/url] I hope you don't mind. I'd love to see KAB updated for 1.0.5 when you get around to it but until then I've developed my contract pack to fill the current gap in aircraft flight contracts. Let me know if you want to collaborate or merge.
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totm june 2018 Work-in-Progress [WIP] Design Thread
inigma replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
[quote name='pTrevTrevs']WIP Torpedo for a larger project... [url]http://i.imgur.com/HbzkjFW.png[/url] Works well, except that it didn't damage its target, and since there are only two elevators (to avoid Z-fighting) it doesn't have any roll authority. It can go underwater if needed, or cruise on the surface, and can do at least 16 m/s in the water. I would like it to go faster so maybe it can actually hurt ships, but I would either need more intakes or a bigger engine for that.[/QUOTE] Torpedos will probably require some major kracken discovery to move fast underwater... -
Largest Aircraft to Land at KSC Island Challenge
inigma replied to inigma's topic in KSP1 Challenges & Mission ideas
[quote name='cikho'] also, why my 128 tons are not listed in the weight :( [/QUOTE] my bad. updated! :) -
FCISuperGuy has graciously offered to take over management of the STS Challenges. He will be posting a new thread shortly, opening up the STS Challenges to using any shuttle, not just mine. :) Thanks FSCISuperGuy! This chapter of the STS Challenges is now closed. Please see FSCISuperGuy's continuation here:
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Largest Aircraft to Land at KSC Island Challenge
inigma replied to inigma's topic in KSP1 Challenges & Mission ideas
is this in conflict with the regional airliner challenge? -
Updated second post to reflect planned missions and flights.
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Just a shameless plug. Once you create your airliners, feel free too put them to use in a career mode game regularly running passengers to various destinations for profit, starting with KSC Island: Contract Pack: SSI Aerospace - Putting Aircraft to Work [url]http://forum.kerbalspaceprogram.com/threads/138997-Contract-Pack-SSI-Aerospace-0-0-4-Giving-Aircraft-a-Purpose-Air-Flights-Tours-Coast-Guard-STS[/url]
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SSI Aerospace 0.0.4 released. Now with two more contracts. See readme.
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HMS Scott Manley- 750 ton Fleet Flagship
inigma replied to zekes's topic in KSP1 The Spacecraft Exchange
who rated this a 3 star or lower? they outta be tossed out an airlock. near Kerbol. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
nightingale: RecoverVessel doesn't appear to be recognized in Space Center view, correct? RecoverVessel requires the player to actively load the vessel and recover it, correct?- 5,225 replies
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HMS Scott Manley- 750 ton Fleet Flagship
inigma replied to zekes's topic in KSP1 The Spacecraft Exchange
mutter a kerbal... wow -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
Running into an issue where RecoverKerbal is not applying to the player's pilot. And issue where RecoverVessel is applying to the pilot, and not the actual vessel they built. To alleviate both, is there a way to reference the player's named vessel in RecoverVessel? Edit: i figured it out I think. Using vessel group param, and vessel key. I need to read the manual more. :)- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
FYI: if you have the Take Command mod installed, SpawnVessel Crew spawning works to spawn Kerbals into command chairs. Just sharin' the info. :) I tested it and it works BEAUTIFULLY. :) But they don't count in any CC index of Kerbals such as HasPassengers or HasCrew or HasAstronaut.- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
inigma replied to nightingale's topic in KSP1 Mod Releases
What is the syntax for adding a carriage return in a string? Example: I want the title of the contract to have two lines: KSC Flight 1 Crew Rotation: 2 nvm. figured it out \n first time i added it it borked KSP and the CC bug window. figured i had to do something different. on reload of KSP it worked.- 5,225 replies
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[quote name='FCISuperGuy']So... is this challenge still on or is it on hiatus? ATM it seems like it's been abandoned after 1.0.5.[/QUOTE] Not dead at all. This challenge is self-certifying. :) I answer questions on qualifications if need be. The issue is that after 1.0.5, making shuttles became way easier, and adding to the astronaut corps manually in the OP at this time seems a bit pointless. heh. I only posted this challenge to get people to fly the STS and get excited about shuttles. Mission accomplished! The badges though are really cool, and for that reason alone, this challenge still remains, but remains with the self-certifying provision. So if you think you meet the qualifications for a badge, wear it! :) Concerning your space station: as long as all required modules were installed by a space shuttle, it qualifies.
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Largest Aircraft to Land at KSC Island Challenge
inigma replied to inigma's topic in KSP1 Challenges & Mission ideas
OK, OP updated with current valid entries. Grandfathered in a few too, now that I've added the requirement that you must take off from the island proving its airworthiness after initially landing on the island. Spawning on the island is not allowed of course, but using hyper edit to turn your landed craft around if necessary, is permissible. Just don't say I didn't warn you if it crashes your fragile behemoth of a plane into the terrain.