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One-Way Films

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Posts posted by One-Way Films

  1. thumb_kerbal-space-program-kerbal-space-

     

    Had to jump back on the Forums when I saw that the OG Hypetrain Conductor himself was at the controls. I'm getting serious "the gang's coming back together" vibes from KSP2 and its' trailer! This could be a new gold age for Kerbal Space Exploration and I can barely contain myself!

  2. So this idea has been bounding around the inside of my cranium for god knows how long. I haven't made any progress on realizing any of it, so maybe someone else could if they're interested :) 

     

    In career mode, I've lost interest in "researching" engines and unlocking them in the tech tree without any effort. I don't think I'm alone when I don't see the correlation between gathering samples of dirt from Duna and the new breakthrough in engine technology xDD

    Not that it harms anyone. It's a game first and simulator second. But I thought of a way to fix it. Actually researching engine configurations with a low ram-impact. 

    The Point:

    So here's the idea. Model 3 sets of parts for each engine module. Each part has different stats and a different function. You can only attach them to a parent part. A diagram explains it better. 

    The different modules are: Fuel pump and Engine Bell (to keep it simple. For stuff like Realism Overhaul, you could go in-depth and add more Module Variety)

    W2lmfxu.png

     

    The Catch:

    You'd have to test different configurations of engines. Different modules could be switched out. You might need more gimbal-range, so you might switch out an engine bell. You might need more DeltaV so you switch out the fuel pump for a more efficient fuel pump. 

    Also, you wouldn't be given engine stats in the VAB for different configurations. You'd need to actually go out on the launchpad with it and do a test burn (or you could wing it and hope for the best with an untested rocket xD )

    It could add so much more depth to rocket development! You could call your engine configuration yours! Of course, you'd only start out with just 18 configurations, but think of what Real Fuels could do to change that! If it's able to be modded, then you could have so many undiscovered configurations that fit your requirements perfectly... but you need to find it and test it first. 

     

    Few last words: 

    When it comes to selection, you could have a procedural parts kinda setup where you start with a base-plate and switch the modules like textures. Or physical parts that you drop onto attachments only available for that part. Idk xD 

     

    And whoever stumbles upon this and wants to give it a go, I'm not telling you how to develop it. I wish you the best of luck! :DD

    Thank you for listening :}}

  3. 2 hours ago, HatBat said:

    Request: For the full 1.1 version of Camera Tools could you consider looking at how Kerbcam did smoothing? As far as I know the compound mode in Kerbcam took into account all the keys in a path and they would all influence each other throughout the playing of the path. In the Camera Tools, when set to the smoothest setting, it still feels like it will play one movement from key to key without much influence from the keys ahead of it. It's somewhat hard to explain but Camera Tools seems to complete one transition then do the next with smoothing inbetween. Whilst Kerbcam compound mode would weave the keys into a more graceful and combined movement.

    Thanks for making sure a pathing tool is still available for KSP filmmakers, it really does mean a lot. :)

    Double yes please :D

  4. A mysterious jeep appeared along side the hype-train. The driver dropped a brick on the pedal and set the steering wheel straight before attempting to climb onto the roof of the vehicle. The wind nearly knocks the desperate gamer off of the 4x4, but he pushes on. The teen carefully got onto his feet and waved his hands over his head to grasp the attention of the conductor. 

    "Help me get on board sir!" the pc player begged. The conductor, knowing full well that the hype train was now accelerating faster and faster, decided to throw the mysterious jeep-rider a bone. Seconds later, the conductor found himself on the roof of the hype-locomotive. He put out his hand and told the gamer to jump. Without hesitating, the gamer leaped forward in the direction of the conductor. The helping hand caught the gamers' wrist before pulling him aboard the train. The pc gamer caught his breath while glancing back at the now tumbling metal wreck that used to be the jeep. It rolled, lost velocity and disappeared into the fog surrounding the hype-rail. 

    "One first class ticket please" asked the player. The conductor reached into his pouch and placed the ticket in the gamers' hand. "Welcome aboard" the conductor chuckled before escorting the new passenger into the safety of the carriage.

     

    9ABD9A9E113EA06459422F0081B354CFB3EE9204

     

    Hope I'm not too late to board. One 1st class ticket please :D

  5. I'm just going to leave this here...

     

    Name: Voyager.

    Director: Nick "Nassault" Gillin

     

    Take a look at the Cinematic Enthusiasts Thread created by Hatbat. Hatbat, Zero-Films and a variety of other filmmakers (including me :D ) post their KSP short films there. I'd strongly recommend viewing all of Nassaults Cinematics before taking a look at Hatbat and Abathedude. (And if you're cool with it, I'm just going to advertise my channel/cinematics xD my youtube channel, One-Way Films) Enjoy! 

     

  6. Just now, bradwiggo said:

    I never know what any of the parts do, is that easy to learn, and does the career mode guide you through the game?

    The career mode does help a bunch. You start small and work your way up. Answering your question about learning the game through the in-game tutorials, yes. You can learn the basics without looking at a single video online. A friend of mine (who I've gotten to look at KSP) is using the tutorials and she's really improving as a result. As far as I know, she hasn't looked at a tutorial on youtube at all.

  7. 8 minutes ago, bradwiggo said:

    is this game fun when you aren't an expert?

    It is. It's a rewarding experience during the learning process. I remember the first time I made orbit well because of the feeling of achievement that the game provides. 

    And even if you can't get to orbit straight away, you can build planes, boats and rovers and drive them around Kerbin. A guy named Wookie drove around the home planet of Kerbin. Another guy named Danny2462 destroys the universe from the comfort of the KSC (the Kerbal Space Center, the beginning of every journey you'll make). I can't really explain his videos through the medium of text, so browse his library of videos here (his channel)

  8. I hated the game after my first week of playing. I had the same goals as you;

    I wanted to build massive bases and massive-er stations and would do it all easy-peasy lemon squeezy. I was wrong and I'm glad I was wrong. 

    I threw the game aside in rage after my first week of playing. "It's too hard" I said to myself. "Who'd want to play that?!"

     

    After watching it sit there in my Steam Library for a month, I eventually set myself some basic goals that I collected from a variety of Scott Manley videos:

    1. Learn to launch reliably
    2. Learn to orbit Kerbin
    3. Learn to get to Muner orbit and return
    4. Learn to land on the Mun.
    5. Learn to return from the Muns' surface.
    6. Learn to dock

    And here I am. Playing the game for 3 years, I think. T'is a learning cliff but the view's amazing from the top.

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