horndgmium
Members-
Posts
387 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by horndgmium
-
Meh the coastline will be okay I think, it's not a big deal. As for multi ksc: you just go to the obs and pick which one you want and then you launch from there, it takes like 5 seconds. As for persistence files, the switch off between team's should be pretty clean because the end of turns will be defined by a posting of the persistent. Then team members could pass it along to each other, and if they override each others work that's really only their problem. But I think it would be advantageous for only one or two people on a team to actually do stuff with the persistent, the others could build or plan. On that note, people could really play by themselves if they want... it might make some people's lives easier. But I think then that turn length should reflect (in a positive relationship) the amount of people on a team. For example, one person gets one day, 2 people get 2 days.
-
That's a bummer :/. let me know if you'd care to join when you get your new rig!
-
MLAS Spotlight: SSTO Space Planes & Fighters!
horndgmium replied to WhiteWeasel's topic in KSP1 The Spacecraft Exchange
They look great, but do they do different things or just look different? -
1. I think the rules will need some tweaking, because everything should be a trade-off. So until this is fully underway, I won't know for sure what works the best. Also, afaik all of D12 is included. 2. Awesome catch. 3. I like the suggestion to have a limit on game clock time, it will require teams to work together efficiently. But I have no idea what would be a good allowance on the game clock, like 6-12 hours? Obviously, teams would be allowed to do craft work in other saves of KSP and transfer them in when they get the file. We would probably need to impose a real-time limit on holding the save file... two or three days? Two days for three person teams? That way, BMVs can get in there way more often too. 4. Yeah Earth has a quicker drop-off of pressure than Kerbin but doesn't end for much longer. Weird, but I got used to it pretty fast. Do you guys want to do teams of 3? That's the first number that comes to mind but that can change.
-
Updated, thanks again. Any word on home base choices? ALSO: would you guys rather break into smaller factions, having more home bases, and shorter turns?
-
Well I believe the rest of RSS uses the stock maps for everything, so only the Moon and Earth are different. once again, you are the best. Maybe let Nathankell know about your fixes? I think he would also appreciate it.
-
a. probably not b. ditto above, blue Red needs to pick home base first though, and then blue. Also, teams can rename as they wish.
-
OP is updated, thanks again! This means that this is actually good to go as soon as each team picks a home base. Like I said, we may at some point include DMP, but I think this will be cool to have a framework of how the game works set up first. Finally: the game is good to go as soon as each team picks home base.
-
-
Yeah sorry, I just went with the first one I got. But the folder is up now. So the game is good to start being played as soon as each team decides where their home base will be. The team who goes first picks home base second.. So Red Team, where do you choose?
-
I think it'll be interesting to have moon stuff too - thanks to the added difficulty and points, it will be beneficial for both teams to send stuff to the moon. Plus, it's RSS scaled down, so it's less trivial. If one team sends like 30 bases to the moon and the other sends none, you'll get terribly out-matched in budget and points. This is a space-age game after all! I added you guys to the black market vendors. BMVs can take the persistent file whenever, but it is in your best interest to dl it when there isn't much going on or your crafts might not make it to the map. I'll probably need to adjust this. I recommend you advertise for your crafts on the thread, as well as whether you are selling craft or craft files. This is actually very close to being good to go though! To clarify guys: this is turn-based again, no more mulitplayer, for simplicity's sake.
-
-
I think Kvick threw one together, I'm just waiting for him to PM me the link, but thank you. However, if you could host the game save file, that would be awesome. Man I'm starting to get excited for this to start. Also, I just extensively updated the OP so hopefully all that info is good to go now (but who knows, I make a lot of dumb mistakes when writing stuff... I swear I went to college).
-
They don't get to pick anything first, they just get to play first. I figured that was an advantage (which is why I was going to give red twice as long since they go second), but it may be unnecessary since budget is going to be limiting for the first week for both teams. So I guess just blue team first then red team second. I think if it's much less time than a week it'll be hard for some players to get a turn, especially if the teams still grow, and people are in very different time zones. Plus, this can just be a test run for now. If it doesn't work too well the turn length can be limited. I think each team would be very hard pressed to destroy a huge portion of the other's crafts/bases in one week either way, but we're going to have to test and see.
-
Yeah you can really hone in your craft to do exactly what you want just thanks to that info. So I think I'll take the budget of parts and scale it up by 1000, and then take out MCE. By the way guys, I think I'm going to update the OP to make this turn-based again. So if there are any serious objections with that, speak up for now or forever hold your science (wait... silence). Currently, we have 7 people per team, which means that over the course of one week, each person can have an entire day to do whatever they want with the persistent. However, more than one person can have it at a time, so if you want it back all you have to do is ask. I'm going to stick with each team having one full week to do whatever they want with the persistent file, at which point they will turn it over to someone on the other team. Each team should set up a common place where they can upload the persistent file to, as well as some sort of way to communicate what they did/are planning on doing so as not to run into any problems (especially if more than one person takes the persistent at once). Important: I just flipped a coin with red as heads and blue as tails, got tails, which means blue team gets to have the savefirst and red team gets to pick home base first.
-
Does mechjeb have a good cost calculator? If so, we could just scale up the budget to be in line with that. And as always, if you don't like it you don't have to use it. It's really just to your advantage to use it. Plus, the military itself uses many things like that for information/control. I think Far and RSS will stay. But like I said, we will use the scaled down configs so the real world will be Kerbin sized (which actually means the atmosphere ends at ~59km rather than 69.
-
Go for it, Hodo makes it sound difficult though haha. I don't have a numpad either so I just used action groups though (just in case) Yeah I'll add a no quick-saving rule. I hate quicksaving .
-
A good way to prevent a cheaty way to stop your rotation: don't allow for time warp until you've killed the majority of your rotational speed. Simple enough!
-
The Ãœber Meta Forum Challenge
horndgmium replied to horndgmium's topic in KSP1 Challenges & Mission ideas
Both of you added! Hey well either way it's awesome that you work in aerospace, haha how does it compare to kerbal!? -
1. You can do anything you want in any other save. 2. I'll add a clause for launchers. I think as long as the debris gets deorbited immediately (if live multiplayer, this could change if turn-based), then the part total can extend to like 200-250.
-
Well that'll take some deciding to get settled. But does anyone know if I can delete that last poll and make a new one to do real time or turn based?
-
The Ãœber Meta Forum Challenge
horndgmium replied to horndgmium's topic in KSP1 Challenges & Mission ideas
Updated. Who will be the first to break 10,000!? -
Added. @All: I'm kinda leaning towards turn based again... :/ what to do? It'd be slower but a lot easier for some people to participate (like me, who has an unexpectedly terrible internet connection)
-
No what doesn't? The way I understand your comment: how Ironic that you refuted my argument by using time. @lajoswinkler Talking about measured time. Time as space is more of a tangible imo
-
Want to throw in Active texture manager? that should do the trick.