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Deadfingers

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    Bottle Rocketeer
  1. You may want to use UbioZur Welding Ltd to weld parts together unless you have a beast of a computer. http://kerbalspaceprogram.com/ubioweldingltd/
  2. I noticed that you're using linq. I haven't tested in on non-windows platforms, so I'm not sure what the compatability issues are, but you should look into it especially since you've got a lot of for loops. Linq is very helpful in simplifying summations and other operations on enumerables. for example something like: resources.GroupBy(r=>r.name).Select(g=>new{g.Key,value=g.Value.Sum(v=>v.GetValue("maxAmount"))}).ToList() could sum all the resource amounts and put them in a list without having to write multiple for loops with if/switch statements. Linq also usually self optimizes because it uses predicates. It doesn't actually do anything until you try to get a value like using ToList() or iterating in a for loop
  3. I'm experiencing bugs related to the final amount of resources. I like using Z-100s to light up the edges of docking ports (Originally started before I realized the lag it would cause). I welded a part that had 8 Z-100s on it and the final ElectricCharge was 12800. 16 resulted in 3276800 and 24 resulted in 838860800. This is following a 2^(n-1) formula which (unless there's something I don't know) is not the correct way to sum numbers. I really like the idea of this mod, but having to resum everything again to avoid "cheating" is a little tiresome.
  4. Occasionally, I'll want to set a navigation node at the current time and right now, it's not possible because the ship will pass the node before I'm done setting it. If I could pause the game and edit the node, It would solve this problem. Hopefully, this would be a fairly simple feature.
  5. In Star Trek, they've figured out how to go faster than the speed of light and create artificial gravity, so they probably don't have many problems executing any maneuver they want to.
  6. That was definitely an interesting program to look at, but ultimately not exactly what I'm looking for. I'm hoping that there's a database of all discovered planets in the universe with some sort of extrapolation on what the actual statistics would look like if the sample size was accurate representation of all planets. I knew about the reasons why we have been more likely to find larger planets, I just assumed it didn't need repeating since most of the people here are up to date on space sciences activity. What I would like to be able to do is make a solar system generator that will create plausible solar systems that aren't copies of existing systems.
  7. There has been some talk about making procedural planets/solar systems in the modding and suggestions forums. Is there any science data available that could be used to base a procedural planet/solar system creation algorithm on? I'm thinking that it would need to at least include planet mass/volume, distance from the sun, and atmosphere information. Also, since it has been statistically more likely for us to find larger planets and planets that pass between us and their sun, is there anyone that has used available data to extrapolate what the actual data is?
  8. I am game programmer with very little art skills. I can make models, but I take a long time doing it. Is there anyone who is willing to share models to open modding up for others who might have a similar skill set as I do? If so, post here with any restrictions you would like to place on their usage.
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