Jump to content

opensesame11

Members
  • Posts

    18
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. CKAN still thinks the most recent version is "KSP_Version" and when it tries fetching that from spaceport, it asks for "KSP_Version" instead of "0.4". It's been ~24h so I don't think CKAN is going to fix itself
  2. I joined the last day of April, 2013, because while I liked the game and the demo a lot, I couldn't resist having the Early-Adopter package (0.19) which entitles me to multiplayer, when they do add it, free of charge. - - - Updated - - - For me, the early adopters pack was why I bought it, but it was also the time where the game had just had some if it's biggest, most fundamental features added.
  3. When you start working on the new output variables next year, can you also add SAS feedback outs for tranlate XYZ and Throttle (Throttle for mechjeb and whatnot)
  4. Can you add a variable to the output stream for X rot torque, Y rot torque, and Z rot torque? I'm making a simulator cockpit thing and want to have XYZ torque indicators like inside the game cockpits or the bottom left corner of the screen that shows trim. The problem I have is the arduino can output the joystick input but if I turn on SAS, the indicators will stay blank. Just a request; Ignore it if have better things to do.
  5. The crazy-stupid thing about this is a lot of that has been implemented into mods. It's possible, so why not throw it into the game. The only issue with them is that mod-makers cannot make all their mods inter-compatible and it doesn't really fit all too well with KSp, but that's what game devs are for. Felipe, why not just send out emails to Ferram, Majir and whoever made the realistic Kerbin Mod and ask for the rights to sell their content. Honestly, I don't think they'll have too much issue with you making money off their work if it'll make the game better, because that's why they make mods.
  6. Honestly, if you have ANY mod making experience, please help Christopher Andrews crank out DMP version 0.16. These are the issues that need solving. https://github.com/godarklight/DarkMultiPlayer/issues/207 All the network communications backbone is in place, and what remains is really just bugfixes and optimizations, though mostly getting permissions, groups and resource sharing is what we need done. Fix docking - Possibly use lock-system to make sure dockings are deterministic. Fix a rotation bug, Likely a difference in vessel.terrainNormal. Fix the vessel altitude positioning bug, Needs vessel.PQSAltitude as the PQSTerrain does not seem to spawn accurately enough for our needs. EDIT: PQS seems to be mostly fine, something strange is going on here... Profile DMP to see if we can reduce lag. If possible, find an alternative to KillVessel/LoadVessel for vessel part replacements Fix KillVessel from hanging the tracking station if we kill the selected vessel. Clicking on a player while in flight should target them, clicking on them in Tracking Station should ask to spectate. Groups. Vessel permissions. Shared career mode (#164). Fix the EVA-Board hijack (#200) Fix the Docking to a future vessel bug with a warning first (#161/#120) - And if they dock anyway, Jump to the latest subspace, if the parts are the same, allow a docking. If not, eat it. Clean up the warp system - Use LockSystem for voting, skip inactive votes, Fix "Kicked for creating subspace" (#67/#68/#71). IPv6 support (#76) Plugin documentation. Secure player tokens server side, which means SHA256 hashing them at bare minimum. We might have to leave the token idea for security completely and go for public/private key pairs. GUI overhaul
  7. If they implement damage to parts, I'd like to see the cabinet doors break open in IVA mode... All those snacks in the PPD-10 Storage Container. mmmm
  8. If the KSP devs don't mind working with yet another mod developer or just take a hint from them, the Fine Print mod effectively doubles the immersion and complexity factor of the contracts system, adding atmospheric exploration goals, space station construction and extending the game from grinding points to actually doing things you'd normally do. Also, could they try to make the Mk3 parts have the same functionality as the SPP parts? A quick retexturing would bring it up to speed, and LF+O, Monopropellent and LF tanks would be easy enough to implement. The only issue I see it the difficulty of integrating probe cores, docking ports and cargo bays to the Mk3 system. It would be great for those who would like a little more room in the cargo bay and round off the spaceplane parts suite. Probably the most important thing that I'd like to see in the future is a working IVA. The ability to process samples and actually do things inside the vehicle would be the best thing since EVA was introduced. The proper storage of collected samples and such would greatly improve game immersion (which is at an alltime high already) as well as allow kerbals to move experiments via the new transfer function as well as access the transfer dialogue by exiting the craft from IVA dialogue. This is what I'd like to see, but I see some really good ideas, too: Fuel Cells sound cool, and when are you guys going to tease some multiplayer functionality?
  9. I made a plane and it's pretty manoeuvrable, and it takes off at 20m/s and has a glide range of well over 150km, so I thought, why wouldn't it be able to land on a runway twice it's size?
  10. Here's the formula: Startingweight=(e^(deltaV/(Isp*9.81))-1)/(9-e^(deltaV/(Isp*9.81)))*payload*9+payload Subtract payload to get the weight of the fuel apparatus. Divide by 9 to get the mass of the empty fuel tanks.
  11. Yes, I'm aware of Kerbal Engineer and MechJeb, though while they may be dynamic, you have to guess the amount of fuel to add and then check if you've fallen short, met or surpassed your target delta-v, where my tool (which would be useful mostly in the game, as the time to alt tab and start it up would outweight the benefits as opposed to Kerbal Engineer) will give you an exact amout of fuel in liters. In terms of usability, this isn't very good. It's a 20 some line program that I threw together because maybe someone else needed a calculator that does this. I plan to make it more user friendly, but the bulk of my efforts went to the mathematics. Any one can plug starting weight, ending weight and Isp into the rocket equation, but this gives you the exact number of litres you need accounting for the addition of fuel tank weight. A spreadsheet at this point in time would be essentially the same level of efficiency. My program uses a few std::cin s and std::cout s for io, so I could do better. I hope this answers your confusion. Please feel free to ask any more questions, because I'm not really good at answering them properly.
  12. This is the first thing I've made for KSP, and I plan to make it into an addon, but for now, it's just a quick C++ program that runs off of the command line. It uses the rocket equation to tell you how many liters of liquid fuel you need to add to your craft to give it a target amount of delta v. This is useful if you want to drop extra tanks at each milestone, like a landing or escaping an SOI or something similar. Without any more hesitation, here it is. I don't think the temporary file host I'm using will keep it for very long, so I'll try to move it to SourceForge. Also, I haven't really tested it on any other systems yet, but since I made it in visual studio 2010 express, it will probably whine and complain of you don't have VC++2010 Redistributable pack, so download it if you get an error like that. Have fun with your new knowledge.
  13. Are the subassemblies 0.22 compatible? I think that the game's new subassembly system might be slightly different.
  14. Thumbs up for the suggestion. I hope it gets implemented in the future.
×
×
  • Create New...