Fylas
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[WIP] KAP - Kerbin's Age of Pioneers (A Career Mode Overhaul)
Fylas replied to AlphaAsh's topic in KSP1 Mod Development
Yes!!!!! Whooo! Thank you ash! Thank youuu!! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
Fylas replied to K.Yeon's topic in KSP1 Mod Releases
can't wait for this to reach 1.0 *w* -
[WIP] KAP - Kerbin's Age of Pioneers (A Career Mode Overhaul)
Fylas replied to AlphaAsh's topic in KSP1 Mod Development
PLEASE tell me your going to upgrade this to 1.0 ;_; -
CONGRATS ON BECOMING STOCK !! you did a great job <3 <3
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no no i mean i put uü a small forge thingx for 600 parts to check what was wrong and even with 2 kerbals in the pad a workshop and 8 0 stupidity kerbals in the passenger pot module nothing in 2 weeks ingame time not even a half percent ;_;
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okay I give up, I use 4.2.2 on kerbal 0.24.2 and I have no clue how to build a ship, I attached a workshop to the landing pad2 and 2 hitchhiker containers the kerbal workshop from the command module tab has no place for kerbals, and no matter how many I atttach or how many kerbals I add they wont build anything in days, what am I doing wrong? Q_Q is it the progressive build thing I clicked at the start of the campaign? T_T the workshop says it has a crew capacity of 0 , if it helps it IS able to convert metal to ship parts :< started a new game and turned progressive building off, sorry for wasting time but I really wished what it do, I wouldn't have clicked it if I knew this could happen XD
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Snuggly with "core parts" I am merely defining items of specific categories which tend to only appear in the real craft, since the stuff that gets you into orbit is usually just a large contraption of engines and giant fuel tanks. and miner..... sorry but that is the exact opposite of what I wanted T_T weakening the parts and making people pay their budget to get em back to normal? Q_Q that sounds more like blackmail T_T the poor rockets :< then your not upgrading , your removing a debuff.
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Hey snuggly this is why I listed "coreparts" for the mass changing upgrade in the examples. If it's only the parts needed for the final stages of a craft it doesn't affect the initial start much in terms of imbalance as the boosters and dropped engines etc aren't involved. I figured this way even if it's a asymmetric design the deviation to the old center of mass would be so small that the SAS and vector thrust can compensate.
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that actually sounds dangerous, first what do you mean with fix the current part stats? and do you mean the sandbox having the maximum possible boosts ? if the parts are weaker in career mode instead of the original 100% performance being improved upon nothing would work as intended anymore :< So you mean like Sandbox = all upgrade boosts active all the time? Sorry if I don't understand it right, I'm still on medication XD
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I think that is a different category, tweaks sounds more like fine tuning the hardware to new specifications after getting used to the technology they found a way to run it more efficiently (like how the space shuttles safe engine thrust turned out to be above 100% of the original estimate) How I understand it additional tweaks would be unlocked by unlocking higher tiers of the same type or similar technology and wouldn't need to be bought extra while upgrades would bring with it a physical change and thus costs and optional activation but no actual alteration of what the upgrade does. only what is affected. Also sorry for not writing for so long! got knocked out and looked like the phantom of the opera thanks to being allergic to Diclofenac -.- who knew XD
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Well I hoped that if the information which upgrade were active during construction at the bottom of the craft description in the .craft file but which part is affected by the upgrade is saved in the upgrade data and which upgrades are researched and active or disabled is stored in the savegame. This way you can check which upgrades need to be active for ideal performance :3 But if you don't have the upgrade yet it would just act as if they don't exist and it's the regular stock parts instead of resulting in a loading error. Allowing you to alter the design to work without the upgrades or just turn em on :3
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I apologize for the horrible form of the whole picture thing >_<' I was pretty out of it when I made that and I didn't even realize that almost entire sentences of what I was thinking about were written down only partially. The original thought was to make it easier to read which failed almost as spectacularly as a 50 booster rocket without any struts. Here the whole thing revised, in proper form and without causing eyecancer. Upgrade variants A: specific technology upgrades Affects only a few selected parts, the improvement is a fixed value regardless of which parts are added to the affected list Example : Battery use 101 by placing each of the AAAA batteries of a Z100 battery pack in opposite sides of a command module it is possible to integrate them without taking too much space or a shift in balance, go figure! Requirement: tier 5 electrics Unlocking upgrade : still needs to be developed/paid for separately. Effect: +100 energy and +0.005 to mass on all command modules of the technology tiers 1 to 5 or on all depending on what is considered balanced as well as maybe on drone parts. Possible applicable parts include Command pod MK 1, Cockpit MK 1 and 2 and for drones the Stayputnik. Might not sound like much but several part upgrades like that would sum up to a more efficient craft that needs quite a few parts less and has an easier time in the atmosphere due to the reduces drag from side attachments and also a faster framerate on slower Pc's due to the parts saved in the construction of a craft employing those upgrades. Upgrade variants B: Generalized upgrades Upgrades which carry percentual modificator that affect a large amount of parts or all depending on the nature of the upgrade to tune their overall performance in the desired direction. Example 1: Reinforced hulls Reinforcing the hulls of critical craft components like cockpits and experimentation parts to ensure their survivability on a rough landing naturally comes with higher mass but it beats the alternative of cleaning up on failure. Be it supportive struts or simply adding thicker plating, it gets the job done. Requirement: tier 7 advanced metalworks Effects: multiplies the impact tolerance of parts by 2.0 and the mass by 1.4 resulting in a twice as strong resistance to utter destruction for an additional 40% in mass. Affected : The upgrade improves mostly critical parts like command modules, science and utility parts as well as a few smaller fuel tanks for the core parts of a craft. This avoids wasting more mass on booster tanks which are not intended to stick around till the final stage of the craft anyway, mitigating a large portion of the mass increase in larger crafts. If your the kind of person with a tendency to fill the Kerbal graveyard with a higher population then Kape Kanaveral. Then this upgrade is for you. Example 2: Reinforced connections Reinforcing the connections of all or certain parts depending on variant for a price. All the nuts,bolts welding material and duck tape are quite heavy, not to mention pricey. Requirment: tier 7 advanced metal works Effect : Improves the connection strength of all parts by 50% to 100% extra, whichever is less game breaking in return for 5 to 10% weight increase on everything. Nobody said you can get Crafts that don't fall apart for free, but the increased stability can lead to a reduction in struts needed which is positive for the framerate and slightly reduces the extra costs. Example 3: New material, name of material made u..... used. The employment of newly created lighter and sturdier materials reduces in much lighter and sturdier parts. Unfortunately the production of said materials is still highly experimental and the production of large enough quantities for construction are astronomic and could easily bankrupt a small nation like Kliechtenstein. Requirement: tier 8 meta materials Effect : Increases the crash tolerance by 20% and reduces the mass of all applicable parts by 25% the catch for that however is a 4 to 6 times higher construction price limiting it's application to essential parts like command modules, utility, science, aerodynamic components and small fuel tanks and engines. Due to the extreme price, loss of such a craft can easily blow the budget to Eelo. Employment on reusable crafts like high performance SSTO's could mitigate the cost factor. This would likely limit it's application to missions of extreme importance, and super prototypes meant to show off and increase funds to the Kerbal Space center as a sort of inspirational Propaganda Flag ship.
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If this picture is too big I apologize but I couldn't find a way to properly write this down in a text file sorry. I'm a tad sight impaired (and the Pressure on Jool is only marginally higher then on Kerbal hue hue) so It might be a bit big. Edit: the picture was a mess of ramblings of a person who hasn't slept in ages. I removed it and posted a revised text which is much easier on the eye on page 4 X_X That's the kind of idea I had for upgrades and their variants. Some of them shift the performance of a large variety of parts in a specific direction, another replaces outdated materials with high tech ones with the kind of cost blow up you would only expect from black project super prototypes XD as well as those that integrate some things into other parts to a certain extend which has the nice side effect of saving drag and part count while the mass is about the same as simply adding the part. That kind of stuff. The examples concentrate on parts and craft alteration , not implementation or how Kerbals would be affected. Another example would be a specific upgrade pack like for the command pod MK1-2 being outfitted with a internal data transfer device (wifi? lol) and a copy of the basic sensor science modules like, thermometers, pressure sensors etc and maybe 1 goo with their weight, in return the huge amount of extra hardware takes so much space that the module removes 2 of the 3 seats turning the MK1-2 into a "almost all in one" science command module for a single Kerbal. I do not dare to declare how the 2 missing Kerbals would affect the weight increase though.
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not what i had in mind :/ if the old version was gone and replaced you wouldn't be able to use the less expensive cheaper variant. Also the upgrades were more intended to affect specific attributes of a variety of low tech parts by either a fixed amount or a percentage modifier not 1 upgrade improving 1 part with the same looks replacing the old one, where is there the difference to a modded copy part? :< I'm going to make some diagrams to show what I mean XD
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all distinct engines in parts files all reusing the same model? exactly that is what the optional upgrades are supposed to prevent. When kerbal loads a part it tells it what the part can do and its stats, the upgrade is more of an "hey wait a minute that value is actually higher make that 250 instead of 50 energy storage" for the upgraded part (in essence I know it wouldn't work exactly like that but that's the main idea behind it) rather then creating 50 variant clones of the same parts in the files it just contains the part itself only contains the information on what upgrades CAN apply to it, and the vehicle (in flight or save) contains what upgrades are active when it's loaded, bypassing the need for carbon copy parts. That's the main idea behind the whole upgrade stuff in my eyes
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yup Like the US Space shuttles :3 that's the idea behind it allthough its more upgrading the modules the craft is made with, to upgrade old crafts with new tech you would need some kind of "refurbish" docking station/module which is actually nothing more then a glorified "parts reload" function to apply new unlocked upgrades to old crafts maybe even add a cost value to it with a modifier, so refurbishing existing crafts is more expensive then the original upgrade costs added on the regular parts in vessel creation.
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Relaaax snuggler I wasn't intending to sound hostile,demeaning or in any form aggressive XD I didn't insinuate that you tried to deviate either. your method would allow for some rather complex and entertaining things, like one time components Example a mod that allows you to salvage the easter egg UFO's and allow some made up component from it as a funky module which only exists once or twice (I think there were 2 crashed ufo's) if you want to use it on another vessel you'd need to bring back the first and salvage it
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consumable crafts and that craft doesn't really have anything to do with optional upgrades to stock parts that's more an extension of currency use in a further advanced career mode where you have a budget and means of getting money. but the idea is nice You could add licensing that would allow you to use that unique part on your own constructions which would buy you the right to buy the special part for general use but at a much higher costs then for the unique 1 use ship XD And to keep some fairness how would you go on about the salvage value? , And back to the upgrades. What if an upgrade has a fixed bonus value when activated and instead of saving the ID of the parts affected in the upgrades information each part contains an additional information section that lists the ID's of all upgrades that can affect it. This way modders could add compatibility to "stock" upgrades right? Got a Command module? No need to do it per hand, open the .cfg of a command module and just copy paste the upgrade id section and change or keep it to your liking. At least to me that way seems less troublesome and streamlined, but to be fair I haven't slept in 32 hours. XD