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Everything posted by ZodiusInfuser
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
ZodiusInfuser replied to Nertea's topic in KSP1 Mod Releases
Wow, amazing work as always Nertea!! Just imagining the possibilities for this as a heavy transport. Please say you're making pods like TB2? -
[1.12.x] Community Tech Tree (August 13)
ZodiusInfuser replied to Nertea's topic in KSP1 Mod Releases
I'm just wondering, is CTT open to suggestions of new nodes that could be added in the future? I'm just noting that there's not much for levels of robotics at present (although i don't currently know what would need adding). Incidently, it bugs me how stock has Actuators, Electronics, Motors and Robotics all in wildly different parts of the tech tree. -
Thank you everyone for the feedback on this. We ran the event today. It was good fun, although not that many people attended in the end (possibly due to weather). Here's the results: (Note google sheets doesn't subtract the negative bars from the positive, so in this case Fred came first and Chris second) If anyone is interested in repeating this type of event here are the rules we followed: A science mode save with all tech nodes unlocked Quick load and revert flight allowed, with any achievements or losses being persistent on the scoreboard Players not allowed to exploit quickload to get points they couldn't do (e.g land on the mun, quickload to munar orbit, and land again to get points twice) 3 hours of real-time to get the most points possible Achievements verified by an adjudicator, and players must announce any losses Points lost from stranded kerbals can be removed if they are later recovered Adjudicators allowed to offer advice to new players Feel free to PM me if you'd like to get a copy of the google sheet we used for the event. Note that the veteran and beginner categories were not used in the end, but the idea was that we'd offer two prizes if more people had attended, based on their prior game experience. Thanks,
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Thank you all for the feedback. I've discussed with other society members and we're going forward with the event in a weeks time . Still got to finalise some of the details of how it will run, and we definitely want to incorporate some of your ideas. Here's the current list of challenges that got discussed: I welcome your thoughts on these. I tried to go for a range of skill levels, but also add a few interesting ones in there. There's only 3 hours though so it's not expected for everything to be achieved. I'll be testing them out this weekend. Thanks
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Thanks for the suggestions . I quite like the idea of handicaping experienced players by either taking points away, or introducing extra challenges. One that may be fun could be to have experienced players play in Science mode rather than Sandbox, so they have do missions to get science as well as get competition points . May be a tad too harsh though. Introducing a mentor into the mix could be a good idea. There will be a lot of new people there, who've probably never played the game before, so having someone help them progress rather than leave them to get frustrated could be really valuable. Plus if the mentor is a good player, they could still have time to get a good competition score. In terms of challenges to complete, does anyone have any specific suggestions? For instance how many interesting things are there to do in the Demo beyond a Mun mission or leaving Kerbins SOI? It's been a long time since I played the demo, so can't really remember what it featured.
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The event this discussion related to occurred on November the 15th. Skip to here if you're interested in the format and challenges chosen. ---------------------------------------------------------------------------------------------------- Hi, I am organising a KSP competition for a University gaming society I am involved in, and was wondering if I could get some advice on the event format idea, and the kind of challenges members should be given? The event idea so far is that members will bring their computers along and play KSP for 3-5 hours (tbd), with the goal being to get the highest score within the time period. Members are awarded points based on the kinds of activities achieved (e.g escaping the aptmosphere = 1 point, killing a kerbal = -10 points), and are allowed to repeat them multiple times. Points will be persistent across quickloads, meaning any achievements or tragedies will remain on their score. At the end of the event the member with the highest score will win a prize (tbd). What I would like to do is have this event open to both experienced and inexperienced members, as well as those that own the full game or just the demo. This may require separate tiers based on skill or game type, with points and challenges adjusted accordingly. As such I was wondering whether the community had any suggestions for short and long challenges that could be achieved in the event time, that cater to the different game versions and skill levels? Ideas I have so far (could do with a lot more): Escape the aptmosphere Achieve a circular orbit Return a Kerbal to Kerbin safely from orbot Have a probe leave Kerbin SOI (Full only) Enter orbit around the Mun Land and have a Kerbal walk on the Mun Successfully return Kerbals to Kerbin from the Muns surface Achieve orbit around Minmus (Full only) Construct a mutli-flight space station (Full only) Kill a Kerbal or strand them in space (0.5x for Demo since probe is not an option) I was also thinking of using a google chart like this to show peoples scores live throughout the event: (In this case the kerbal deaths need to be subtracted from the positive bar length to get the final score) Thanks in advance
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[WIP] Nert's Dev Thread - Current: various updates
ZodiusInfuser replied to Nertea's topic in KSP1 Mod Development
This is what we need from the MK3 update!! Great work as always Nertea! -
[WIP] Infernal Robotics Robotic Arms
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Development
You say this doesn't use joints. I presume that means you cannot surface attach parts to the sides of it then (making that the key difference between this and the rework for example)? -
As most of you have no doubt have guessed, I no longer have time to work on the model rework (for a long while anyway). With my recent research publications and the university semester starting again, there's a lot more demands on my time. Rather than leave the mod to gather dust, I'd like to ask, would anybody be interested in starting the process of texturing these parts? Currently the UVs and textures are placeholder, but give a good sense of the clean and near future and stock-alike asthetic I am looking for. If interested, please reply below or PM me with examples of your work. I admit that this will be a big undertaking (35+ parts with unique textures) , but it's the one thing that's stopping the model rework from making its way into the official IR release. Thanks -Zodius
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[WIP] ActiveStruts Dev Thread [updated 10.10.2014]
ZodiusInfuser replied to marce's topic in KSP1 Mod Development
I'd suggest you wait until there's more than 1 vote between the two leaders. Failing that, have the options form a coalition -
They probably will be available in all 3 tank sizes Will have to give this some thought That is Epic!! Oh, I believe kOS integration is already a thing with the last update. It's not like it was before when Sirkut was doing it, instead kOS should be able to read the angles of joints and trigger actions accordingly.
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Hi, I am back from my trip to IROS \o/, where I saw many cool things such as an attempted robot arm wrestle, and this. I am still on holiday this coming week though, so don't expect me to be that active on the forums or doing much in the way of KSP until the end of the month. To keep you all happy until then, I'll leave you with this teaser I started while I was in Chicago:
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
There will be IR Rework wheels eventually. I already have models but need to spend time getting them in game. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
**Drools** -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Thread title says 0.10 Edit: Also, Wooot!! Did you intend to remove the list of alternate part mods from the OP?