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Talavar

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Everything posted by Talavar

  1. And a very informative answer by Mihara, (seen you around quite a bit!) Thank you! that will definitely help!
  2. I found it just as you responded.. Thank you anyway Raven. I'm hoping to make some interesting stuff after I brush up a bit. See you (soon I hope) in the add-ons section!
  3. NVM, found my answer digging around a bit Csharp,unity for those interested. Tnx anyway!
  4. Hi guys.. I'm an old goat when it comes to programming.. I started with procedural generation in basic on the old commodore's and apple's Moved on to some C,visual C, then landed on some HTML, on to Blitz3d engine, Now looking forward. Do I just need knowledge of Unity code (which I really haven't looked at yet) or should I be looking elsewhere as well. I'm not sure what Unity is compatible with in terms of other languages (if any). By the way, I'm talking about the reference DLL.s that are used for plugins, etc.
  5. While were being inventive, to get the antimatter parts, Make a probe at 750 AU call it an alien craft, and its where you get the technology from. Bring it home, and it unlocks the AM capabilities.
  6. 502 errors are a result of a failed packet return if I'm not mistaken.. can be caused by quite a few things actually. (quick google) 5xx Server Error This group of HTTP status codes include those where the request for a web page or other resource is understood by the website's server but is incapable of filling it for some reason. So basically the server says "yeah, I got what you need" then fails at sending it.
  7. Would definitely be a plus for places like gilly.. ugh.. Anyone seen a mod for it?
  8. Exactly why the top of the water should be a minimum of the amount of pressure required to keep them up. It's actually a pretty simple formula. And if you take into account pressure to velocity Hazardcheck = (pressure*(winddrag*velocity), You would get a very accurate rip off of parts if colliding too fast. yet a slow easing down and back up if you aren't hitting to hard. the calculation should work.. if you thrust down into jool, then cut thrusters, it actually (slowly) pushes you back up. So the formula seems to be (at least partially) already implemented for atmospheric pressures.
  9. Granted. Understandable, but who sits on Kerbin all day doing lame contracts? lol
  10. Yes, Splashdown tests can yield some science if you stack a bunch of them all together, But I personally haven't seen that many of them in my mission control that often to be able to stack up for 200 science repeatedly. Maybe your just getting lucky, either that, or you have to be exaggerating a bit.. And yes, I do interplanetary missions in about 10 minutes. If you're rushing to get science quickly, you don't sit around and admire the view. I have a ship already built that can cover all planets out to Jool. So its not a matter of building the ship, It's simply a matter of waiting for my best launch window. You have to keep in mind, there are no Biomes on other planets, so you don't have to pick a specific landing spot. You fly there, Land, collect samples eva assesment, get back on crew report, then do each experiment as your taking off again.. literally only takes a minute to do the experiments while your leaving the planet hitting each level of orbit if you have them key binded. I got it down to a "science".. Pun intended.
  11. I'm getting your point here. Cost being very restrictive to the point that it doesn't matter if you get it early anyway, because in reality, you won't be able to afford it anyway.. That works too I suppose.. lol .. My main concern is "is it going to be too easy to to do all of this stuff?" Believe me, I'm in no way trying to cheat the system.. my main concern is that it would be simply too accessible without the tweaked prices.. However, in wavefunctionP increasing a reactor cost 1000% makes me a bit happier.. heh
  12. Which causes you to do what? Dunno if you missed the original post, but that was the exact point i was trying to make with giving water an atmospheric pressure for float calculations.
  13. Trying to get a skilled modder to pick up a revival of this mod.
  14. Bah, I been modding my mods since I started downloading mods. More mods to take care of other mods usually lead to more problems. Manual edit is always better imo.
  15. Just so I'm clear on this, I use version (?0.4.7?) with the 64 bit compiled DLL. correct?
  16. Oddly enough, after you posted this, it stopped. I guess the forum just needed your awesome presence to keep it in check.. lol
  17. It's so bad that everytime I try to open something, I have to use multiple tabs just to get to it.. I got five 502 errors just trying to navigate here to make this post! lol I had to start a new thread because I couldn't access the other one!
  18. This is incorrect... Try flying into Jool, eventually, you just float.
  19. Making money, and advancing science.. Extra-planetary mission 600k with advancement. Science value 1500-2000. Launching tests, mundane funds, and 30 science at the most? I have to disagree with you iteration, especially on the science part. I would say maybe to the beginning KSP user you way would seem faster. But I can land on other planets within 10 minutes and collect an ENORMOUS amount of science.. Granted I unlocked most of my science tree branch first! You have to keep in mind that the funds are simply to allow you to obtain science.. so if you break even on cash, but come back with 1000+ science then you have gained something! Remember to take 3 of each science project with you.. Hit high orbit, Low orbit/atmosphere, then landed. then your surface sample, eva reports, crew reports. If you take all of that back home with you, you make a killing in science!
  20. Let me know what you think of this Idea.. I might be able to pull it off after getting some requested permissions from mod designers. Basically, there are alot of mods for habitats, parts, game-breaking features, etc, etc. The problem with this is that there still usually is no Reason to actually go do this stuff.. Now.. check this out.. Imagine you go through the original tech tree first.. then after that, you SLOWLY gain Kethane and habitats,extraplanetary launchpads, infernal robotics, and KAS. finally you would get the engines from interstellar ... I can mod the tree to progress this way.. But Im (not sure but maybe) im savvy enough to make these mods require things from each other.. For instance.. The science lab from Interstellar would come first after the original tech tree, this would allow you to start generating all that rediculous amount of science needed to get the other parts which would be changed to be within the 1000's. after you unlock kethane with some science, For you to have a kethane producing plant on another planet, you have to have atleast 5 full habitat buildings landed in the same biome with a full crew of kerbals to run the thing.. Otherwise no kethane is produced.. To construct an extraplanetary launchpad, you need atleast 7 of such habitats in the same biome. This adds the necessity to add such buildings and the hilarity would ensue im sure while people are trying to take 5 habitat buildings in one trip to say (Jools moons?). KAS and infernal robotics would be useful (as always) simply to exchange stuff between refinery and ships and maybe move habitat capsules around. Finally you could unlock Interstellar and go crazy with it. Especially if you added another star system to the game. What do you guys think? looking for opinions. PS: Also posted in addon requests just incase I can't do this myself.. lol.
  21. My main concern with the mod isn't really price, Just simply where it is in the tech tree. It's my OPINION (Which means jack **** in reality as a lone kerbal pilot and Lets be clear on that because some people are getting pretty forceful with theirs You should be licking Wave's feet for even doing this for us, so we don't have to) That the parts should come after stock parts. The reason I say this is because the mod has a few game-breaking functions.. For instance, You park a science lab around jool, crank that sucker on, time warp and generate science. So as a rule, that part can be one of the first unlocked AFTER the stock tech tree is completed. Then you use this to generate the immense amount of science to unlock the rest of the parts. The Anti-matter fuel source could be sold at KSP to generate more funds to basically open sandbox mode for you because of the amount of money you recieve for it.. so it should be LAST in the tree.. Im thinking unlockable gameplay.. It's no fun to get everything all at once, and it always gives you something to shoot for. Whether or not Wave considers what I say, I myself am going to tweak the files myself along with unlockables for other mods that come AFTER the original tech tree and with a painful price. therefore, I continually have something to shoot for. I'm going to wait to see what happens with it, then go from there. The mod tree will include (when all are updated and ready for use with .24 if not already) Kethane (which will come before KSPI), Infernal robotics, KAS, KSPI, Extra-planetary launchpads, Then possibly a habitat mod. This will allow me to play through the game slowly building up my space agency then slowly start to hit sandbox-mode with basically unlimited cash in the end. Then I can go about populating other planets with habitats and machines with a purpose.
  22. Yes, some of it DOES exist. But most of it isn't even practical. And as I was saying before you tried to blow my comment to shreds with nothing but whatever you saw that wasn't there. I said we had rockets before any of this stuff.. not that (some of) it doesn't exist. But, no, some of it doesn't exist.. (warpdrive for instance) which is my point entirely.
  23. You have to keep in mind that if you hit shift first, before tab, instead of the other way around, it still wouldn't work, when you came back, your throttle would be slightly (on). Best way around it, hit esc to pause. then go about your business.
  24. Maybe I'm the only person who thinks this, but all of this stuff should be beyond the normal science tree. lets be honest.. you should build up in the stock game before you start hitting stuff that gives you basically "Free science" And to North-star, While your application of prices are very informative, the cost could remain low, but we had regular rockets and such WAY before any of this came into study. The science for any of this crap should be immense considering alot of it is impractical, or completely beyond normal capabilities of applying such technolog. Also, you should be starting with the weakest fuel up to the highest consecutively moving to the higher form. Don't throw 2 of them out at once. It also helps with the learning curve of the mod to allow persons to acquire such technology slowly so they can get used to the new stuff. Just my two cents on the subject. I can always change the stuff myself, but thought, just maybe, you may see my point. Keep this in mind.. the current cost of building a nuclear engine is estimated at 2 Billion and doesn't have launch capabilities! The current cost of launching a rocket is 500 million. So if your launching a small nuclear engine into space that cant launch itself, the cost should be roughly 4 times that of the launch itself. If your building one with launch capabilities... well.. heh... It's gonna be ALOT more than that.. lol
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