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Everything posted by I.T Marcus
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A Question About Making An Insanely Strong Part
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
First off, sorry late reply What I'm planning to do is make a module to aid in delivering rovers to the ground without accidently breaking any wheels/other parts So probably the part with act as the above post described. Might experiment by making the collision box enlarge when 'inflate animation' is played so that even if the payload does bounce around it still has a decent radius to do so without making contact with the ground... then have a GUI button to slowly deflate and decouple the impact modules... if that makes sense Thanks for answering, and again sorry for late reply! -
Well the idea was to control the black market point for as possible... but if completly lost a team could spend their budget to establish a new base (location disclosed I guess) But to avoid it being OP, a black market base wouldn't count as a base that contributes to the CPW if captured/lost... instead it's just a strategic playing piece But before we start discussing it, I should wait for the author to approve the idea... to avoid spamming this thread Thanks for quick reply!
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Hello! I'd like to join, but can't due to my current internet connection and lack of a KSP containing computer. BUT, am asking if I could participate in another way. Mod-Request: Boat Parts Mod... yay, naval combat and aircraft carriers I am wanting to partcipate by opening a "Black-Market" thread for this war game! People who are less fortunate and have crappy internet and computers could participate by posting craft and craft-designs that the teams could "buy" with their weekly credits, with a mark-up percentage (like a shipping fee ) EDIT: Black-Market bases could be set-up (all BM Bought crafts must be stored/launched here) this mechanic could invoke stragtegy to "intercept" enemy black-market shipments and having to have authority over the base (temp. defense) to protect your "shipment" Any objections/ revisions to this idea? Thanks for reading!
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A Question About Making An Insanely Strong Part
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
Hmmm, good idea! I think the part itself will be acted as a landing gear... as I plan on having the kinetic energy to be dissipated throughout the gas that inflates it. Nonetheless, thanks for answering -
Okay, so I have been working on a mod dedicated to rovers. It was suggested to me to make something similar to NASA's inflatable impact shields for the rovers like curiosity. The question I have is that if I wanted to make such a shield... could it be done by just upping the crash and heat tolerance? So for example say you have a REALLY heavy rover.. you use drouges to slow their descent, per your landing protocol; you ditch the chute and inflate the impact shield to absorb the impact and leave your rover in peace... possibly upside down. I also have a worry that ksp physics will not enjoy the fact that something is surviving a fall from orbit. Thanks for reading my question! This is a copy of a post I had in another category, I had no responses and figured it would be better to post here since this is the Add-On Development area
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[Add-On] A Mod Devoted to Rover Systems
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
Sorry everyone for not doing ANYTHING here! I am moving to a differant section of the US so have lost my access to a PC with KSP and all of the mod development data on it, until I finally move that is... good news is that maybe later in the year I can get a better PC, so that I can work on it more frequently without getting frustrated.. but nonetheless I do appreciate you guys coming and checking this out -
[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
Hey,guys I'm posting just to bump this thread up so that you guys can continue to post ideas up -
[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
I will continue to update the thread and read it whenever I can from wherever I can.... speaking of which I thought of something that help make people who aren't so fortunate at being able to create/design their own planets -Check Thread For Update- -
[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
I really appreciate everybody helping and adding their ideas to the pool; but I have some bad news to announce... I am moving to Pennsylvania in the next couple of months, but my computer and stuff is already over there at the moment so I will not be able to work on this add-on for you guys until I go there with them....or play KSP :'( But there is a chance that I could get a bit better internet when I actually do go over there (so I can watch some proper tuts) Sorry for leaving you guys for so long in a crucial part of the development of this system... however, if any of you would like to work on/ create your planets,moon, asteroids, etc. yourselves and have them added into the add-on when I come back then that is totally awesome! I wish I could give you my current file but like I said it's already in pennsylvania, btw: I'm posting this via an Xbox 360 :l it sucks for this stuff lol See you guys in a couple of months... and again I am REALLY SORRY to leave you guys right now bai ~Stay Shiny! (Original Quote from EE) -
[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
-Bump- Sorry, I'm not really off the wall creative when it comes to planets -
[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
All hope is not lost, Krag (the creator of CE: Planet Factory) has a binary star system example included in the file, Once I get more experienced with using configs and more comfortable with the mod this can be a really definite possibility -
[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
I will try my best! Maybe it will have it's own asteroid belt! -
[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
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[Community Project] Let's Build A Universe Together
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
I'll try! Any names for your planet? -
Let's Build A Universe Together What is LBAUT? Let's Build A Universe Together (LBAUT) is a community project I have started that will allow the KSP community to contribute and explore a whole new system, a system created by KSP fans for KSP fans Interesting, how would such a project be operated? The community will have the option do PM me (to avoid making the thread huge) to submit ideas of a planet or moon, etc. they have. Please note that not all ideas will be used, I would like to keep the system a bit realistic and not very random (rainbow moons). Voting may be used (still thinking about how to do this) to include certain features into the system. Well what if I'm not very creative? Well you can still contribute in a way you might see as awesome! There will be multiple threads set up as "child" threads to this one, for different options of how to contribute. "Child" Thread Plans Right now I have an idea that I'm still planning to make it the best as possible before just setting up a cluttered thread is the Exploration Tab! This will allow players who explore the system to name planets, features, etc. And contribute in other ways!
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[Question] CE Planet Factory: My First System
I.T Marcus replied to I.T Marcus's topic in KSP1 Mods Discussions
Okay I finally got to watch it and it helped, thanks a lot Poryy -
[Question] CE Planet Factory: My First System
I.T Marcus replied to I.T Marcus's topic in KSP1 Mods Discussions
I am trying but where I live (I am moving soon because of this) I get VERY crappy internet... but I will try! Thanks, I didn't want to spend the time loading the video just to find out it doesn't show how to use it -
Hello! While browsing the forums I found a really neat plugin called CE Planet Factory I decided right away that I would try and give it my all at creating a really cool system for me and my fellow kerbonauts to explore and colonize! But after doing some looking around I really couldn't find out how to get my system started, I tried doing it with the readme and everything provided on my own but nothing changed... so I was hoping if any one reading this would be able to assist me in creating my very first system (or planet at least)... or some tips! Thanks for taking the time to read this!
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Decouplers it is! The other answer I would of accepted is a kerbal stranded in an erratical orbit lol your turn!
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I have one! Please ignore if you decide not to pass -Hint- KSP Related I try to do a good job of holding it together, but you seem to only dispose of me, leaving me and many like me to a fate less kinder than death; to endlessly drift among the cosmos, now that I reconsider what you have done to me, I realize that it isn't so bad at all... drifting among the stars I get to look upon so many things, wondrous things, I feel so bad for you now; you just sped away... not realizing at how much you are not seeing But I will stay here in my place, I lost my choice once you kicked me away... -Note- I will take two answers, although you will get "brownie" points if you guess the one I made it around good luck... I don't think it is too hard
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Planes Chased by a Squidlion (head of squid, body of a lion) or a Sharkostrich (head of a shark, body/speed of an ostrich)
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*breaching charge/explosive*
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Hello, I am very new to modding and am working on a mod for rovers someone asked me to create a noded wheel for easier use with the Infernal Robotics mod and upon trying to set the node definitions I cannot seem to find out how set up a node that goes out of the x-axis... I am right now using the stock medium wheel I have set up correct node definitions but here is what I have currently set up after trying many times to make the node appear at the right place... however now it doesn't even show a attachment node: // --- node definitions --- node_attach = 1, 0.0, 0.0, 0.0, 0.0, 0.0, 1 attachRules = 1,0,0,0,0 I would appreciate any guidance
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[Add-On] A Mod Devoted to Rover Systems
I.T Marcus replied to I.T Marcus's topic in KSP1 Mod Development
Okay the problems have been resolved and I can now resume the development of the mod! Now progress on this mod will not be constant as I have to make time for school, also I like to actually play the game as well