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Everything posted by Talavar
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Forget Interplanetary launchpads - This changes everything
Talavar replied to lextacy's topic in The Lounge
Looks like a wobble master to me! lol.. best way to build those large transports is to have rockets in the front pull it, rather than push. keeps it MUCH more under control! -
Could someone mod knowledgable take a look at this old mod?
Talavar replied to Talavar's topic in KSP1 Mods Discussions
It would definitely help in that situation. Hope you're feeling better soon, bud. Tis the season to catch the flu! lol -
I was reading the front page, but It was getting me confused... what is required for me to land on a planet, mine it, and build a rocket pad? It says Kethane is required for "Hot-spot" mining.. Does this mean that it's minable "everywhere" without Kethane installed, or not mineable at all? I'd like to have the lowest amount of mods installed that still has mining functionality. Edit: NVM.. watched the video at the beginning. "Kethane required"
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Could someone mod knowledgable take a look at this old mod?
Talavar replied to Talavar's topic in KSP1 Mods Discussions
"I'm going to test throwing one of them out of a rocket and making waypoints on the way down.." This..... is beautiful. lol -
Could someone mod knowledgable take a look at this old mod?
Talavar replied to Talavar's topic in KSP1 Mods Discussions
>.< I hope all goes well. -
CliftonM is also updating EVA followers.. it allows you to put kerbals on a patrol with way points that they walk between, and/or make groups of them follow each other... SO if you want to bring life to your scene, I'd grab it once it's finished. He just started working on it saturday night. Might be a bit.
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Could someone mod knowledgable take a look at this old mod?
Talavar replied to Talavar's topic in KSP1 Mods Discussions
If you get this up and running, I will promote the hell out of it myself!! It never got the attention it deserved last time around. -
Could someone mod knowledgable take a look at this old mod?
Talavar replied to Talavar's topic in KSP1 Mods Discussions
W00t! Thanks man!!! That is great news! -
I would love to see an update to this mod if at all possible. http://forum.kerbalspaceprogram.com/index.php?/topic/33518-202-eva-followers-012-open-to-a-good-home/ As the Title suggests, The original author has relinquished all rights to the mod and left the door open to anyone who want's to update it. To those who have never seen this mod, it essetionally makes the kerbals follow the leader, or group together and move as one.. you can also set up patrol points that they will walk between. I used it a long time ago.. really useful in some places. adds life in others (kerbals roaming around the launchpad can lead to some hilarious sights during liftoff ) Also great for cinematics if you are into that kind of thing. Thanks in advance to anyone willing to take up the torch!
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Part count elimination
Talavar replied to Talavar's topic in KSP1 Suggestions & Development Discussion
[quote name='Octa']I don't like this idea, it'd be better to have other "heavy duty"-parts than to make the parts indistingishable by their looks. "Did he use a normal small battery or did he upgrade it?" Also, scaling up leads to worse stats for the solar panels: 1 x Gigantor: 3000 funds, 0,3t, 24,4 electr./s, 81,33 electr./ton 70x small solar panel: 5250 funds, 0,35t, 24,5 electr./s, 70 electr./ton almost twice as expensive, a bit heavier and overall less efficient for the same elecftrical output. Plus: You have the same electrical output in a much, MUCH smaller panel, which is absolutely unrealisitc. Even in the current game, there are enough ways to work around a part limit. Less overengineering is a good start. You don't need battery capacity to keep an ISRU, science data transmission, lab, drills, lights and SAS running 24/7 for 10 years. usually, it's 1 night. :confused:[/QUOTE] You're missing the point here I believe.. I can already attach 70 small solar panels and have the same cost/outcome as upgrading one of them 70 times.. As far as realism goes, Meh... if it was realistic I could slap panels all over it and never have lag... ever... Keep in mind, its a computer game, and we aren't using weather calculating computers.. lol [quote name='EditorRUS']I think Devs should incorporate parts of TweakScale mod into real game. I honestly have no idea why should there be many different parts which are only different by size. What is even more ridiculous for me is that you need to research the hell out of science tree just to get slightly bigger fuel tank. Probably it's for balancing reasons, but hey, why not somehow balance sizing?[/QUOTE] I like this idea. Upscaling would be a good solution. it would cut down on textures, plus solve some of the "too many parts" problem. -
Just a suggestion to make the batteries, etc "upgrade-able". Rather than having 24 batteries wrapped around the ship, and tons of solar panels.. You could simply pay extra to "upgrade" the item at the same cost of the initial item. Each upgrade would lift the capabilities of the part by 1x. hence a 1000 capacity battery would become a 2000 capacity battery, then upgrading it again would make it a 3000 capacity battery, etc.. Would cut down on part counts, and help out a lot when constructing bases that end up having crap-loads of parts in the end, which slow down calculations. I know batteries and the such are physics-less, but they still seem to have an impact on performance, regardless. Could work with solar panels, batteries, radiators, and thermo-electric generator. Cheers. :)
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Install the latest dev build.. I had the same problem.. here's the link http://jenkins.mumech.com/job/MechJeb2/
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Here is the mod in question. http://forum.kerbalspaceprogram.com/threads/36425-20-2-EVA-Followers-0-12-%28Open-to-a-Good-Home%29 It was left with an open invitation for anyone who wants to update it. I'd do it myself, but my last programming adventure was about 15 years ago.. Im lost in today's coding world :/
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I would love to see a revival of this mod, and it needs more publicity, almost NOBODY knew/knows about it.
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This makes me wish I would have stuck to programming after getting out of basic.. Im a 37 y/o coding dinosaur.. I come from the dark ages.. where procedural generation was the only way to get your game to fit on a disk.. lol I still see similarities in todays coding, but almost all of the syntax has changed. - - - Updated - - - Surprisingly, squad has already written a module for it.. it's sitting in the game with no part attached to it!!!! Its a rotor though, but that works just as good! Turns out someone found this out and made a part for it! http://www.curse.com/ksp-mods/kerbal/223357-spin-o-tron-motors-finally-updated
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Actually, its not really the game assets causing the problem.. it's either a lack of memory scrubbing, or a memory leak is hiding in there... somewhere...... With the Kraken... The thing is, the longer you play, the larger the games memory footprint becomes. This generally means that entities aren't being zero'd out of memory correctly.. It could be a problem with unity storign the textures, but looks more like a leak to me, since the memory usage keeps increasing. I use the 64 bit hack with only mechjeb installed (Coffee game setup), and I sometimes get to 6 Gigs usage before restarting to lower it.
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Personally I'm perfectly fine with the space portion thus far.. All I want is a damn hinge to be added so I can stop fighting with my habitat units while trying to connect them to build a base on the moon! lol
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I may be wrong, but the coding for it doesn't seem to be that complex.. everything else should be handled by their own independent functions, no? Infernal robotics comes to mind, but realistically, we don't need a whole slew of parts.. Just one hinge! lol.. and forgive my ignorance, but Im not sure what (RO) is an abrieviation for..
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Is there some technical reason to not have a stock hinge? As far as I can tell, the only module that would have to be written would simply move a connected part around a cos/sin track around the pivot point... One functional hinge would take gameplay to a whole new level!
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ANyone know if the 1.0.5 version of KAS works with the 64-bit community hack?
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Just an idea that popped in my head while exploring the solar system.. IT would be pretty awesome to have an end-game possibility of terra-forming the planets and moons.. Honestly all that would be required is a machine that periodically releases some atmosphere (using resource conversion) and after a while, the tint of the the planet changes to green and you start seeing the "already available WIP" trees, etc.. water turns blue.. and an actual flyable atmosphere.. Maybe have some kind of plantable kerbal civilization.. think "spore" civilizatons.. where you can plop them down after you have enough materials or money... only without the spore "suck" factor. Just someplace where they would walk around.. like in the VAB.. Possibly make them a mining town where they can gather resources over time, and you could transport them back home for cash, or transform them into fuel.. It would give the game some atmosphere and some pretty awesome endgame without being TOO complicated. Just an idea.. Take care.
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where is the multiplayer?
Talavar replied to Talavar's topic in KSP1 Suggestions & Development Discussion
I agree. The learning curve for the game will weed out most griefers (aka prepubescent teenagers with a chip on their shoulder). A destructive mindset rarely has the required patience to learn something such as orbital mechanics... lol.. Im not saying such a person does not exist, but I believe they will be few and far in between.. not only that, Chances are, you'll be playing with a group of friends with a common goal, which will enhance the experience 10-fold. Once implemented, Im going to get my buddies to help me build a giant functioning Voltron in LEO.. should be fun. lol