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knotbeer

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Everything posted by knotbeer

  1. Hosting videos would only be necessary for something such as internal/private items for a group of people, and I wouldn't make it publicly viewable. I would like to explore the needs of this, but I myself enjoy adding it to the todo list so it's available. I have added the requested feature of linking add-ons to other (existing in Kerbalexchange) prerequisite add-ons that are required to be used, so when you are viewing the item, you will see the prerequisites linked in the "Installation" tab. I hate the way it looks, and I am not much of a designer but I think once I get enough functionality (the site has to have planning stages accomplished before I can get to the next thing for example) I will need to focus on design and looks. Right now I'm working on the craft side of things. I have top-level database categories for these things, so I will have them in within a next few hours.
  2. I would like to do this, I will look I to the possibility of uploading and keeping our own video files on that server. ypu can however put a link to videos when you create an addon, there is already a place for them.
  3. Deadweasel... These points are exactly what made me want to do this. All of these points.
  4. Yes it is... Don't worry about those facts. I'm just looking at what people think.
  5. I will put craft functionality in right away. My Goal is to be appropriately functional by December 6th, 2013.
  6. Deadweasel, I have a lot of different reasons this is not just a spoof. For one, I'm a seasoned veteran and a professional administrator in this field who can handle such a task of creating/operating a website like this and I have invested money in the stability of the hosting framework so that isn't going to be an issue like I've seen before for other games/sites where there aren't any resources, experience, or knowledge behind the scenes. My issue however is that I'm a salary-paid full-time real-world employee so there are days you just won't see or hear from me. haha. As for crafts - its' all in there, but right now you just can't make one because I have to get a module in place that will actually change the drop down menu when you select plugin or craft. If you try to create an add-on you will see the selector so it's there, but right now the .craft stuff doesn't get put up because there are other higher-level permissions that need to be in place otherwise people's uploads will get deleted every time a required field is added. My special functionality? That is a fantastic point. Here is what I bring to the table: 1. I have direct contact with the developers so when the time comes they will know this exists. That hasn't happened yet. 2. I am going to encompass the entire development process of an add-on. This means teams within a single "agency" for dividing tasks, etc. 3. Places to provide links - Videos, Websites, Forums, etc. 4. Somehow make it easy to get back-and-forth to GIT - files/links/users. This will likely be another tab near the "Overview/Installation" tabs in the add-on display. Not sure yet. 5. Flags for users to mark content out of place or inappropriate. 6. Proper search characteristics. The add-ons have variables that are connected to which versions they are compatible with. This will no longer (compared to kerbalspaceprogram.com) need to be in the descriptions, and since it is merely a check box will yield proper results and not partial search results - For instance: I always have to search for stuff such as: "0.22" or "22]" or something odd to get the best results. Not everyone puts the leading zero or formats it the same with the brackets and/or spacing. I have a few other reasons of things I can do. I can't lay all my cards out on the table, mostly because it's so dang simple. I have put a lot of thought and have handwritten documentation on this. If I end up finding a partner in crime (roles and permissions already in place) they will happily get a copy of these emailed to them. It's chicken scratch unless you know what I'm after. Still that's a part of the fun of making things. It doesn't exist yet.
  7. Hey guys, I've been working on a new Space Port... Something you can search properly though. If anyone wants to throw some ideas please feel free (keeping in mind this is totally in development mode, but it seems to be working to a point where I need more eyes on it). http://www.kerbalexchange.com You need to create a Space Agency in order to upload an add-on. This allows for multiple add-ons to be held by one entity. The CEO can be changed, therefore if someone leaves/quits/disappears there is a succession plan. I'm working on functionality, and looks suck... But... It does sort of start to look like it's coming together. Anyone here know Drupal and want to contribute some time? I would share any Bitcoin donations if there are any. Thanks. Current todo list (in no specific order as of yet) : Create and display "news" section on front page Create page to display all add-ons and craft associated with Space Agency Add ability for Space Agency CEOs to add/manage people who can be contributors to their project Create searchable help Create quick help FAQ - display "What to do" or "How to" after signup Looking into "API" for data as to what content is on the site (see Blue Stone's post) Include shopping cart feature (?) possibility (see Blue Stone's post) Figure out licensing transfers, etc. (see EndlessWaves's post) [currently in progress] CRAFT Stock/Non-stock Craft Separation NON-Stock Craft will have ability to reference and auto-link to add-ons needed (or even other craft) [*]Possibility of adding "recommended" add-ons so authors can recommend something if theirs is for instance an API type add-on [*]Theme design and looks - right now functionality is most important [*]Need to create views of lists of add-ons and crafts categories designated so far (ideas welcome) : Plugins Pods Propulsion Control Structural Aero Utility Science [*]Craft (Stock / Non-Stock) Lander Manned Unmanned [*]Orbital Tug [*]Plane [*]Rover [*]Satellite [*]Single Stage to Orbit (SSTO) [*]Space Station Components I will keep updating this as I go.
  8. Yes, I believe a moderator has to approve your first 5 messages. Happy landings!
  9. Oh yeah you're totally right... I was trying to keep it basic and didn't really use the right verbiage but it's close to what i meant. As in if you just botch your mission and just want "some" science, you can't get the same amount of points in a 2nd mission from the same biome.
  10. I have had limited success docking/undocking rovers with their mini rovers, etc. Mostly you need to know what the gravity is like on the other body you wish to design for. On the Mun, you won't have as much gravity pulling your big rig down on the little guy so they won't quite reach the same as on Kerbin. All of the parts each exert their own stresses and twists on the parts below them so it becomes a complex dynamic quickly if you have many parts or a not-so-simple suspension base. One way I have solved this without mods is to use vertical docking ports as much as possible. This does in fact change the design characteristics of many ships in my fleets, but it does allow you to use the same suspension "base" for many parts as a subsystem. This way each of them are almost guaranteed to sit the same height when you need them to and you can also utilize landing gear or hills to help yourself a lot more. For instance, I have one system where I have a smaller "command" pod that has just landing gear and tiny wheels. When they are engaged, they lift the pod up to the larger wheeled pod needing to be connected like a train. Also doing this, try to keep in mind how your steering works and you probably have to turn most of them off and/or reverse the front/rear if you use that type of building for rovers or power/kethane/living pods. I like a smaller pod that I sandwich between larger pods so I get the most torque and best control. It's pretty fun once you accomplish your "docking town" on other planets.
  11. davidr, I too had some difficulty my first Career mode. After I got science rolling and unlocked a few levels, I noticed that I could not simply get more science and level up, so I had to figure out where there were more vast amounts of science waiting for me. On Kerbin, you can land in Highlands, Lowlands, Mountains, etc. and gather soil samples during EVA then enter your ship and recover. On other bodies, you must return to Kerbin to deliver a full amount of science. I do not recommend transmitting your soil samples... Unless however you realize you need more science to develop a rescue mission or you are going to terminate that mission in question. If you terminate a mission, try to transmit your science back and if you only have limited battery, then make sure you only focus on the most valuable science. The biggest reason I stress this is because you cannot ever get that value back. Not with another mission on the same career anyway. And if you transmit soil samples, you will in fact lose a % of data and/or value (I think just data) that you can also never regain. Of course, in KSP I think you can earn way more science than the tree requires for completion, which means you can just do other things, but I'm finding it hard to either accomplish those "other things" or I'm just not being imaginative enough to gather more so once I've found myself in a situation that i did not want to redo a 1 1/2 hour mission and can't return home, I just send as much or the most valuable as I can and just go start a new mission. Starting a new career can also be a bit of fun once you've got the basics down. It just sucks if you feel like you've botched your current one so much that you just flat out should start a new career. lol
  12. Some development of add-ons, plugins, or other feature-based content has always driven the path of a game time and time again to become "something of its own." Doom, Doom II (remember the Barney mod?), Quake, Heretic, Duke 3d, all of these games had way awesome add-ons and different things that the community made. Sometimes there would be something built on a game that's just a mod and it would be sold entirely as a whole new game because it was just that good (Hexen, anyone?) I'm just throwing out some examples. Some of these particular best-of-class types should be paid for so consumers have more to choose from. You also get to choose whether or not you want that add-on pack as the game is already there, as I've seen a couple posts about. So you buy the game and that's enough, well cool! Some of us will throw a few bucks to the guys who can pull it off and show support, and I don't mind one bit saying that if it's quality enough, YES I would pay. It has to be completely out-of-this-world though, like a completely different universe, extra features like weather, volcanoes/geysers, clouds/rain/lighting/tornadoes/extreme nature scenarios, ghosts (lol, still reading this, aren't ya?), alien terraforming operations you must defeat/reverse, alien colonizations you must help/join, war, multi-player with usefulness and meaning, science and the search for life, improve on extraterrestrial bases and colonies, wind generators for bases on plants, maybe the ability to implement an eve-like mining/trading/market that actually is fun... Oh heck what I would pay for is probably something I can't think of and isn't listed here. At any rate, yes... I would pay someone for the creation of an add-on or add-on pack that I felt was absolutely worth it.
  13. I found this to be a sort of an issue myself, but never really had any "serious" consequences from it... You've peaked my interest into researching what happens on real life rocket liquid fuel tanks. At first thought, I'm thinking they are designed to empty somewhat in a balanced fashion? I'm picturing small tanks.. Some oxygen, some whatever else, all packed neatly inside the larger rocket part. If that is the case, would real life rockets use something that has a balancing mechanism to it? Dang it I hate thinking about stuff like this, now I'm gonna be up all night learning new crap!
  14. I think this idea is cool because we are all sitting here sort of going "ok well this thing works, it's cool for nerds, but how can it be implemented?" I saw Micecraft in-game CPU videos on YouTube, built via their in-game "redstone" resource. Here's one I saw some other videos where someone was saying they had built (or were going to build) a compiler and such, so that leads me to believe that with proper hardware and HID interfaces, you could really build an ingame computer with an OS on a Hard Drive, output a Video display, and even use input like mouse/keyboard (kermouse/kerboard?) After all, NASA used a computer that was less-powerful than a calculator to land men on the moon and return them home, correct? As an enthusiast with limited knowledge or research on the subject, how much "piloting" did the astronauts have to do? If this is the case... I wonder... If someone could expand on the RemoteTech mod and build like a JPL-style mission control and use the signals to shoot to rovers and auto-drive them? Such as with some sort of AI (detect incline, speed, gravity, etc and realize a best-path with least resistance, etc?) Once we get more robust resources, more finalized landscapes with items such as collidable (movable, destroyable?) rocks or cliffs to fall off/climb.. Hopefully at some point we get gysers and/or volcanoes? Maybe even detect biological substances, sort of mirror the way-awesome missions that RL has going on and planned? I think it would be awesome too if someone could build a KOS (instead of DOS) and even maybe a KCP/IP protocol and build an in-game internet? Can a mod tell KSP to contact HTTP servers via real internet? Would be neat if there were scripts, batch files, etc... Commands we could talk to each other with... I'm just not someone who can make any of this.
  15. I just ran across this awesome video! I searched a bit, didn't see that anyone else posted a link to it, sorry if I put it in the wrong place but I think it's totally relevant here!
  16. I have programmed ASP.NET since 2.0 in C# and have written business web apps to Silverlight fun apps for stuff... I have Visual Studio 2012, and got Unity3D but I guess unity is just for getting 3D models in from when you make them. (Most of what i want is to change the cursor or add a pause button on map view for making node adjustments). The little bit of looking around, I feel this is a completely different type of programming than I can seem to grasp. I will be watching this thread, I wonder what I am missing. When I see game development formulas and equations, my mind blows. How the heck do u guys know this stuff?! Lol
  17. Okay I'm not paying attention.. I see the screenshots are from an Android Tablet... Ok, hmm this might prove to be quite useful!!! (How cool would it be to have mission control from someone else's house, for like 3 missions, if you are networking savvy and can port forward your stuff?)
  18. My programming skills are so outdated it's not funny. Last time I attempted anything was with Microsoft C# .NET 2.0 using Silverlight 4 so I am lurching through forums looking for something interesting to give me that urge to jump into KSP addon editing... Are addons created with C++? Then I ran across this thread, and I must say I am most impressed with the mission control being web-based for access/control via remote pc. I apologize but I'm going to have to put your mission control pic to shame once I get home from work!!! Does anyone know if this works on iPhone Safari, or Android Chrome? I'm assuming it should work on android since you have screenshots of Google Chrome up... Now I can't wait to get home and get on KSP... Since 0.21 isn't out yet, I'm finding other neat little jewels around that I haven't spent much time searching for. Keep up the awesome work!!!
  19. Thanks for the welcome, Xiphos! Actually I am not having any trouble landing on Minmus... Anymore.... BUT it took me some time to figure out what I was doing wrong. My first issue was with RemoteTech command pods, I didn't realize how to get the signal from Kerbin out to my probe, so I would inevitably run out of contact as I left the Kerbin SOI. Interestingly enough, when I did figure out how to use the sat dishes, I kept forgetting to open the solar panels and then I was running out of energy. After many trials, I have landed a manned craft on Minmus, but only through the use of a manned capsule. My intent is to have a fully operational interplanetary communication network, and add at least one comm base on each planet prior to building a manned colony. I have never attempted a return flight, so that is likely next. I have to start learning how to accurately determine my landing site, aiming for it correctly, and also working out the bugs in my own flight plan as related to necessary craft that I have not accounted for; such as docking ports for satellites that I may want to dock with prior to returning to Kerbin... In the future. I also don't know how far to go as I'm excited to see the release of KSP beta version 0.21 so I'm just biding my time. I do have a question about stock parts, but I'll post that in the proper forum. Luckily I started browsing through the forums and started learning how to accomplish so much of what I am reading about so now most of my questions are answered and I just have to muster up the time and brainpower to build a rocket that can do what I ask.
  20. Quintic, I completely thank you for asking this question because I was just asking that my own self. Somehow I managed to get a satellite at 2,768 km for a geosynchronous orbit but realized last night that it is actually going in the opposite direction! :facepalm: Xaiier, thank you too!
  21. Hello! I'm Matt, nice to meet you here! Well I've been playing KSP since 0.17 but I didn't realize how to play the game until I started searching for Youtube videos and then I found none other than "Scott Manley" and all his freakin cool KSP videos.. And then I found Robbaz's KSP videos and boy he sure makes me laugh so hard! I LOL (seriously) when he crashes but the Kerbal lives and he says "Success!" hahaha!!!!!! Anyway I'm quite happy to have found the forums. I'm sort of biased to multiplayer games as i have always thought that was the only way to really randomize certain circumstances or to engage in heated battles that you can't predict... But KSP has shed new light on the idea of turn based gaming since people share saves. I think it kind of brings everyone together in a way that is unique from other games, but then the game is so awesome itself you can't help but be addicted! I'm new to my 30's but KSP is like when Doom II came out for me! I haven't done much more than dock once despite multiple attempts and land on Minmus. I also realized recently that the game is most enjoyed when you have a mission plan (I write mine down) and follow it through more than just one setting. It took me a while to realize this, but now I am orbiting 3 planets and I love using the RemoteTech mod and watching all the satellites talk to each other. It's very interesting to me in what I have been learning and figuring out related to sending up ships to match orbits but then Kerbin has rotated so your polar orbits have different headings.. I'm just an I.T. guy so this is all new to me. Loving EVERY SECOND of this! Well worth the money, too bad most people I know don't have the patience for a game like this as I sure could use a nearby friend who likes this and iRacing.com (you should see my triple monitor and cockpit setup, but this is the wrong section for a post like that.)
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