SeventhArchitect
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Everything posted by SeventhArchitect
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I'm still in the experimenting and discovering stage. True, I use a lot of cheating ways to get what I want, because I love how beautiful and awesome my exotic ships look. But, as for how this applies, I just got the hang of orbital docking, had recently docked my 4th vessel to a relay station in orbit around Kerbin, and I am soon to begin my try at the challenge to create reusable ships, leaping farther ahead than how it looks to be possible for me to even do. Don't worry though, I've not had my entire time here at KSP done with cheats. I've made a bunch of space-worthy legit vessels. More than I have my exotic vessels. And, now I plan. I need to get a lot of things going, especially calculating which engines work best, and so on.
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M455-2-NRG & NRG-2-M455 starting off
SeventhArchitect replied to SeventhArchitect's topic in KSP1 Mod Development
Dude, dude, I took chemistry, and studied physics, I know what I would be doing even if it were reality. But, when converting Mass to energy, you're not just breaking down molecules, or moving Electrons. TRUE Mass to Energy would be like turning the entire atom into nothing but pure energy. And I kinda follow what you're saying about it In-game. Currently, it's supposed to be an expensive process that will take a lot of time if you don't have an abundant amount of energy. In this particular idea, using 8 Gigantor XL Solar Arrays would be a bit under the line needed to produce fuel efficiently. This also to encourage large crafts, and the idea originally came from about 10 minutes looking over and reading through how a few people made reusable ships. It's meant to encourage the creation of big ships, space stations, and bases. First thing I'll do, though, is make large ships. -
Currently, I've run into something I don't know quite how to fix. I am making an Energy to Mass generator, but for it to even work, I need it to be toggle-able. Currently, I know that parts, like rockets and solar arrays, can be right-clicked during flight. Currently, that's only part of it. I need to be able to make it to where it can be accessed with the gear settings, like putting the toggle to a hotkey (0-9, etcetera). I'm basically just rewriting the part config file for a copied large RCS tank, but that shouldn't pose a problem. I've got everything set up: Power consumption, and generation, but it has no on/off switch, so it will not work. I looked over the XenonGas engine file, seeing as it only had 2 buttons in it's GUI, toggling the engine on and off and even locking the gimbal, but I found nothing that could be done but maybe changing the properties of the new ETM generator into thinking it's an engine. I modified the XenonGas engine previously to produce XenonGas faster than it uses it (A bit cheaty, but yes, I wanted to make my "Warp" engines a reality), and I know that LiquidFuel generation can be done just as easily. The only problem I have is that there is no On/Off switch...
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M455-2-NRG & NRG-2-M455 starting off
SeventhArchitect replied to SeventhArchitect's topic in KSP1 Mod Development
Alight, first update going, and I do need a few opinions. Now, first is Electric Charge generation, which is doable at 45 units per second by the use of a Pb-Ion generator. Multiply that by 8, and you get 360 per 8-snapped generators. I was going to base this off of 8 of the gigantor XL solar arrays, but they provide less than a Pb-Ion Generator. Currently, the transfer is 0.9 Liquidfuel per 400 Electric Charge Units. And with equal amount of power, you can generate 1.1 Oxidizer, creating the same amount of fuel required to run any engine. That is, unless one particular rocket engine takes up to using more or less than that. One resource per part. This conversion seems fair for the rocket fuel, I think, but I'm not sure if I should up the power consumption or not. Edit: Made a mistake. The Pb-Ion generators produce 45 ECU per minute, not second, the gigantor XL solar arrays have just become the new energy supply lookoff. 0.9 LiquidFuel per 160 ECU 1.1 Oxidizer per 160 ECU -
M455-2-NRG & NRG-2-M455 starting off
SeventhArchitect replied to SeventhArchitect's topic in KSP1 Mod Development
Hm, that says a lot. But now that I think about it, transfering Liquidfuel to Solidfuel for a rocket (doing so sounds cool but complicated, and pretty advanced, given you can't shut down a solidfuel tank...), can require a different kind of figuring. Like, say, you convert The liquidfuel directly to Solidfuel instead of taking a long route of going from liquid to energy to solid, and it would save a lot of resources. This will be a bit advanced, given that I'm going to have to figure so many things, like which kind of fuel is heaviest, which is most volatile (puts out more thrust), and so on. I might even make a new fuel, could be a fun idea. I'm so excited now that I'm up, but the hardest part is coding, and thats what I have to do first. Wish me luck, algorithms and polinomials, here I come. -
I have ABSOLUTELY all the knowledge I need to begin. Just thought I'd say that. But I have absolutely no idea how to host a new mod... Currently, I am actually working with a group of friends to create a new future game, and this could be a good start, what with learning how to use model-editing software, and even recoding a few things. True, KSP is not that much work to deal with, and currently, I do need as much as a few pointers on where to start when I need new textures and models. Right now, though, this shall be nothing more than me recoding stock parts, and making copies so that regular stock parts may be used. Thing about this is, it's not to give ANYONE a cheating advantage. True, MTE, and ETM transition is a very cheat-like thing, given you could load up a single orbital ship with umpteen hundred Pb-Ion generators, but thats the part I'm not worried about, and it makes it to where I'm going to have to harshen the values here. Like slow fuel production. True, yes, this could be used to make much smaller, and much easier to pilot return trip/reusable vessels, but at a slow rate. Heck, I might even put in a system that would make ti to where Kerbals die after so long, though without age effects... A simple cryochamber pod, (like some kind of altered hitch hiker pod), could keep them alive much long, and make this possible. Now that would be fun, but for now, no death for kerbals, just ETM and MTE. As mentioned, I have no idea where to kick this off. I'm not even starting at this moment. In fact, I'm going to simply go to bed right now, and when I get up, then I'll begin. But, eh...Trial and error, all big things start small, and this is a very small start. By the way. I have not seen ANY mod that does this except something similar in the Jool-V mod (I think it was that mod...), where they turned liquidfuel to electric charge. If you know of a mod that already does this, lemme know.
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Well, I'll be damned. I've seen a single, SSTO ship, ****ing massive, BTW, take off on from the spaceplane runway, LAND on a distant planet (Laythe), and then get back with plenty of fuel. They aerobraked as they landed, and all that, left behind a rover/base on the planet, and when they got home, used the military base runway instead of the spaceplane runway because of something with hit boxes from the pipes. I'll be honest, that was a feat, but now I've seen this, I'm sitting here imagining so many things. Not just stock but Semi-stock ideas. I will definitely be starting off on a two-way path here, one which I will actually recode some pieces, make copies of pieces that do different things, and even use regular stock pieces to do the equivalent. Electric charge to Liquidfuel, Solidfuel, Rcs, even Xenongas, newer, differently functioning parts. Just a whole bushel of new parts out of stock parts. A simpel add-on, yes, but eventually I'll move on to retexture them. And as for the stock ships, thats going to be one badass and insanely hard challenge to complete. I'm currently trying to just put my Halberd (large twin-engine Implausible ship) in orbit of Eve. The mission is currently taking over 500 years, and those kermans are jsut plain dead, rotted away long ago. Out of a cool idea I had, thats not even going to be allowed unless I can move the crew to a Hitch hiker pod. I'll sleep on it, then get to work tomorrow, coding.
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At the moment of actually traversing these forums, I had my tv hooked up to my computer, showing a beautiful sun maiden, and moon prince, each playing magic the gathering, and I decided, hey, why not run two instances of KSP, one mapping the ships in orbit and everything, and then realized, impossible, they are separate games. then I was like, maybe reopen the second one...but that'd take too long. Then the idea popped into my head as I thought of the addons section, and it hit me like a brick. No one before me has even thought of coming up with a separate interface on which you can watch your orbit while you pilot your ship. Of course, making it a second screen inside the already operating one, would be a mess, it wouldn't look appealing, so I refined it to be two separate open windows, and the way to open the second window (showing the current orbit pattern of the current vessel), would be to hit a key, or click a button. It's an idea made for monitoring the orbits a lot easier while piloting, specifically. I truly hate how hard it is to pinpoint spots and distances when docking ships (recently became a boss at this), and when I'm trying to make a very Specific orbit, it's also hard....
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You Will Not Go To Space Today - Post your fails here!
SeventhArchitect replied to Mastodon's topic in KSP1 Discussion
The only failures I can recall, espacially one in particular, was when I was all like: "I'm freaking noob! I'mma make me a space station, btu **** the clamps, and learning how to dock altoghter, I'll just make this one thang, and worry bout it later!" Upon launch the rockomax jumbo 64 tanks fly off the rocket, explode, AND destory anything next to and above them, destroying all but the bottom most piece, a single Mainsail -
Looks like the spoilers I put dint work.... :I Anyway, last pic is the VERY FIRST time that I had docked two ships. Easily controlled, and very small, perfect for the job.
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Flying drone without fuel
SeventhArchitect replied to stardog573's topic in KSP1 The Spacecraft Exchange
It doesn't fly for me. Your'e creation is a haxed thang. -
Well, to be honest, it only took a few days to build and launch these ships, but yeah, each is fligth worthy, but they are completely implausible, meaning that they were cheated into working (debug menu), and I even do edit the part files to make specific parts put forth more thrust (my haxed "warp" engines). And, on to my creations. Halberd Installation 01 Phoenix Mk I Phoenix Mk II Phoenix Mk III Two Docked Phoenix Mk III 2.0 vessels
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You know, shortly after having lost this exact post (could remember where I put it), I had actually looked it up, and come to find out, there was a giant freaking hole in the whole concept, like how whenever you get close enough to your target, it changes from the orbital tracking, to target tracking, and by using Docking Mode, you use your RCS to move retrograde. The actually, and quite effectively, matches the other craft's orbit path to a 'T'. I tried my best without having to look it up, and effectively shot passed one particular vessel three times before I gave up, closed KSP, and went on the web. Five minutes later, I facepalmed then went to bed. Today, I got up at 12, and took an hour to dock my two Phoenix Mk III 2.0 ships. Small little buggers, quick as lightning, and perfect for the job. I realize I did post this in the wrong section, which really was entirely by accident. I had several tabs open, and though I clicked the gameplay questions and tutorials tab, but I was wrong, thus, that is how it ended up here, and the whole reason I couldn't find it in the first place. I will definitely make great use of this particular section of the forum, posting my Implausible ships. Sorry for the mess up.
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I've launched ships as far as the mun legitly (I think...), and I've always loved creating rockets that can't be flown legitly, because I can make cool things that way...but...I can not, for my own life, even begin to comprehend how orbital docking is supposed to work. I would say that it's probably done by using actual thrusters that have been placed on the front and sides of the ship to slowly settle it in place, but seriously, thats going to take a lot of work and make some ships ugly....Especially my big ships...Like my Halberd....The SAS can't that huge thing still, it just makes it wobble even worse... And I still have yet to try docking on a controlled platform, like on Kerbin. I'll figure that part out, but I would LOVE it if someone would explain to me at least some way to dock ships other than by matching the orbits perfectly...