Dingbat1967
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Everything posted by Dingbat1967
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the way geocaching.com handles it to let users download limited sets of .gpx files. nobody would download all the caches that exist. Usually you would download the individual geocache files for a limited area and difficulty. i can envision something similar with ksp.
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Dude... i have never modded KSP before other than helping out a long time ago with KMP... you write it I will be happy to QA it.. I would even be happy to host the infra required for the central DB yu would need for the tracking of caches.... Ding. I am assuming you can turn off the "take down flag" ability so that caches stay persistent. just so you do not have a troll taking down caches.
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Well the idea is to have user-generated content. In real-world Geocaching, there are caches of different sizes and different difficulty levels. A cache in the middle of the ocean of EVE would qualify as a very difficult cache to visit for instance. Is there a good tutorial somewhere on how the coordinate system works in KSP? Just wondering if it's something I could do myself.
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Howdy, If you're not familiar with Geocaching, it's basically a real-world activity where people go around the planet and find caches left by other people (see www.geocaching.com), leave a little bauble if the cache is large enough and take one in it's stead, and then sign the log book if present and will usually log their visit on the www.geocaching.com website. So the question I have for experienced modders is ... how feasable is it to do such a mod? Barring real-time multiplayer, I think it would help solving the problem of "nothing to do in KSP once you've visited every place". If players could leave a cache somewhere for others to go hunt down and log, anywhere in the Kerbol system, I think it could add a lot of flavor to the game. I don't think you'd need to have new physical objects in the game, could just be a repurposing of the standard flag. Cache location would I assume have an x,y,z location and a time location (so caches wouldn't be visible until later in the game) but I don't know enough about KSP modding to see what the problems would be. A centralized system/database that would keep track of the logs and a website to login and record your new visits or planting a cache somewhere.. Thoughts?
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[ Plz note, I am not a mod-writer, I have participated a little bit in KMP mod as a tester ] There are two big recurring requests that I see from time to time on reddit and other KSP communities. 1) No really good multiplayer (yes, I know about KMP/DMP) 2) No places to go to once you visited all the bodies in KSP. I was thinking, why not a Geocaching mod for KSP? Here's the idea ... Central database that keeps track of where Caches are located in the Kerbol system (requires some sort of central server somewhere to keep track) People can deposit caches all over the Kerbol system. People can find hidden caches and once found, log the cache as found on the central site. This would provide an indirect way of doing multiplayer, and it would make it possible to have "places to visit" (ie: find caches). You could even implement travel bugs. For those who don't know, this is geocaching: http://youtu.be/1YTqitVK-Ts *** I would think that it wouldn't be that terrible to implement. From what I understand, KSP already has an extensive coordinate system that combines time with location. So it would be fairly easy to map out "objects" in locations at any point in time so really, the challenge would be to have a centralized database to keep track of all the deposited objects. With all the waypoint mods, scanning mods and other reward modifiers, you could even have science/prestige points allocated based on the difficulty of the location of the cache. Someone placing a cache in the middle of the eve-ian ocean for instance, the cache would be very difficult to reach so could aware a lot of money and or prestige or science.
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I'm still playing 0.25 -- I have a particular set of mods that are particularly stable including EVE and Astronomer's pack and even with all the stuff in it, it consumes less RAM overall than a similarly configured 1.04 version. Really, between 0.25 and 1.04, there really isn't that much that is revolutionary enough to make me switch and whatever was added in KSP 1.04 was already covered by mods previously. Really, I'm waiting for Squad to finally come out with a version I'm willing to invest redoing all my save games and starting over without going through the mod reinstall routine again.
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So are you practicing "Pointy Rockets"?
Dingbat1967 replied to SpacedCowboy's topic in KSP1 Discussion
I use NEAR/FAR so I'm pretty much obligated to build rockets that look and behave like real ones. I use KW Rocketry's fairings and it's a lot of fun to try to fit something inside a 2.5m or 3.75m fairing. Sometimes I'll use infernal robotics to make things foldable so that I can squeeze as much as I can from the room inside the fairing. So I think I'm pretty much already used to playing with aerodynamics constraints. -
I think there's a definite slowdown that's for sure in terms of the community activity. I see it on Reddit. Many old faces don't seem to show up anymore (ie: Whackjob for instance). 1) Many prominent youtubers have either slowed down or completely stopped (ie: HOC Gaming, KurtJMac). 2) I feel that the newer versions of KSP don't bring that much more to the table other than more resource consumption. I just started playing 0.90 when the mods started stabilizing around it and frankly, I was having the same level of fun with 0.24.2 with a very well-balanced set of mods. So I think the game has reached a point of "homeostasis" to a certain extent. Whatever SQUAD adds, was already done by modders so the added value just isn't there IMHO. 3) Lack of new places to go to (yeah, I know, there are planet mods and all that but lets face it, unless you strip down your game close to Stock, these tend to consume a lot more RAM which causes stability issues) -- once you've been everywhere, multiple times. 4) The Reddit challenges ... seem to have petered out. The admins seem to have brought them back but even then, I don't see the energy and gusto that people were enjoying the first time around. I think it'd be just more productive to reroll out the old challenges for the newer players instead of inventing more weird ways to force play (ie: the upside down rocket challenge ... it's funny, but you know, getting players to do a good old Kerpollo again ... could be just as fun). Anyhow, ... just a few things I feel may be behind some of this slowdown. Maybe the game just lost it's novelty now that it's "mainstream" ... But I still play regardless. Can't wait for multiplayer to come out. That will put some life back into it.
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Considering I paid what ... maybe 30$ for the game ... and I got thousands of hours of enjoyment out of it. Money well spent. If Squad decides to come out with seperate DLCs, I'll be more than happy to fork more money over.
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Just wondering if someone has produced a greenhouse mod that is compatible with TAC Life Support. I know about OKS/MKS but I feel that the massive parts count and complexity of the mod really isn't to my liking. Has someone produced a simple mod that, in a single or handful of parts, recycles CO2 and produces food at the same time that integrates with TAC? Similar to the greenhouse found with the Kethane mod. Thank you. -- Dingbat.
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dingbat1967 replied to Arsonide's topic in KSP1 Mod Releases
Two things (Maybe it was because I was running an older version of "Fine Print") ... 1) Plant flag missions seem to dissapear. Probably because there's a numerical limit on the number of missions available? 2) I noticed that there were many missions that I never accepted from Fine Print show up in my accepted list ... is this a bug? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dingbat1967 replied to Arsonide's topic in KSP1 Mod Releases
Ah now I understand. Makes sense. Yes my command pod is vertical not perpendicular to the ground. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dingbat1967 replied to Arsonide's topic in KSP1 Mod Releases
I know that ... however it seems to appear outside the navball view area. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Dingbat1967 replied to Arsonide's topic in KSP1 Mod Releases
Can someone explain to me with pics how the waypoint system works for rovers? I have no idea where I should "point" my rover via the navball. It really ain't clear. I know this sounds stupid but ... need a hint. -
[24.2] Karbonite Ongoing Dev and Discussion
Dingbat1967 replied to RoverDude's topic in KSP1 Mod Development
I'm sure this has been covered before but if so, I apologize right away. Any intention of creating contracts based around this mod? -
If you could only install 3 KSP mods... which 3 would it be?
Dingbat1967 replied to Frank_G's topic in KSP1 Mods Discussions
Ouch. Three mods? I would find the game much less interesting. Kethane Precisenode Kerbal alarm clock Those three should be stock imho. That and kerbal engineer -
I've been playing this game since 0.18 and the improvements have been very good over the intervening years(?). I've literally spent well over 1000 hours on the game and am still as addicted to it today that I was back then and frankly, the 30$ I spent on it (or thereabout) is money well spent. I've never had as much mileage out of a game in my life I did this one. Considering I'm (a) an amateur astronomer and ( into High-Power Rocketry and am generally a space geek with a lot of math background, this game hits all the right nerves. It's the game I wanted to write when I was a kid starting out programming but the machine back then just didn't have the capability. Furthermore, so far Squad has not charged one penny for upgrades and packs. All I would say is this Squad: Take my money. For those guys that are making baseless complaints when it's clear a lot has been added to the game since 0.18 (Career mode comes to mind, the NASA Pack, better support for Mods, and the collaborative work done with mod writers for instance) ... well you're more than welcome to write your own space game / simulator to compete with Squad in a grand old capitalist fashion. In other words, put your money where your mouth is. -- Dingbat.
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Video of one of my Rocket SSTOs: It's on the smallish side but it can put about 10 Tons in LKO. It can put an orange tank in LKO but will consume more than half of the fuel.
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Usual Sin I keep repeating is to time accelerate during interplanetary travel, get directly into the SOI and go beyond PE of the planet and I forgot to save F5. Usual head bonking on desk ensues. - Ding.
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What Has the Forum Population Accomplished: Manned Return Missions
Dingbat1967 replied to theend3r's topic in KSP1 Discussion
I found Tylo Easier than Eve. Tylo I managed to nail in two tries, using a multi-stage lander. A large Descent stage with a Skipper engine and some LV30 outboards for the descent phase that gets dropped at the last minute, with the lander barely touching its fuel, and the lander itself which is a small ship that is capable of 4 km/s of dv from ground level. With EVE, I had to try several times before I got it right. Your usual monster asparagus staged lander with 4 command seats to be able to bring back 4 Kerbals. After that harrowing ordeal, I got Hooligan labs Balloons and Airships and I use Rockoons now for my EVE landers. Makes life a lot easier. -
I agree with many of the posters here, the new parts are fairly OPed. If you compare the TWR/ISP of the mainsail versus the two engine cluster part, the latter has better overall performance and is probably outside of the "thrust curve" ratios we've seen with most parts. This being said, they do add the advantage of using less parts to accomplish the same task which helps with frame rates. Overall, I'm just not using them, leaving them for last in my career mode progression(s). - Dingbat
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Three Biomes Only?
Dingbat1967 replied to Alexandicity's topic in KSP1 Suggestions & Development Discussion
There's a custom biomes mod that adds biomes to all the planetary bodies ... I was thinking on trying it out just so I can have more objectives to go to ... -
Do you use a hitchhiker storage container on long missions?
Dingbat1967 replied to Xavven's topic in KSP1 Discussion
Yes ... for any interplanetary mission, I have at least one hitch hiker container for the crew AND now that I'm suing TAC life support, enough supplies to last sufficiently assuming everything goes moderately well. I usually launch a supply ship in the same launch window with some fuel and extra supplies in case they are needed at the destination. - Dingbat -
Readouts & SmartASS. I disable the autopilots via blacklisting.
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Regardless on how it is implemented, being able to capture an asteroid, use some of it's kethane to refuel the braking ship and putting the asteroid in LKO will open a lot more possibilities for game play. It will make conversion of asteroids into space stations really really cool. I'm assuming though that, since you can't _orbit_ an asteroid, the traditionnal kethane scanner will need to be modified and that total amount of kethane you can find on an asteroid is probably going to be fairly low. Ideally the kethane value should be based on the size class of the asteroid. Example: Class A -> 10,000 kethane +/- random value Class B -> 15,000 kethane +/- random value Class C -> 20,000 kethane +/- random value Class D ... It's not that much an amount of fuel but enough to be useful. Considering you have kethane patches on major cellestial objects anywhere from 100K to 400K pts of kethane, an asteroid shouldn't have _too_ much fuel. Just enough to be usefull. It does give a good excuse to bring them into LKO. -- Dingbat.