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Everything posted by iliketrains0pwned
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I found two planet packs that would make really awesome addons for Galactic Neighborhood. Tell me what you think
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[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
iliketrains0pwned replied to TMarkos's topic in KSP1 Mod Development
While it was a good mod when it first came out, multiple star systems hasn't been updated since 0.9. But a much more recent mod, called Galactic Neighborhood, has really pushed forward from where MSS left off. It's a great platform for hosting a lot of planet packs by adding them as separate star systems in the game, so any mods that are compatible with it would be compatible with the bug fix: Aside from that, Sigma88 has made quite a few mods that modify the Kerbol system. If anyone knows how to, it's him. I personally don't know what separates a star from a planet, but I think it involves a few settings in the Kopernicus config file. -
[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
iliketrains0pwned replied to TMarkos's topic in KSP1 Mod Development
I have an idea for simplifying interstellar jumps. With all the different planetary mods and galaxy mods out there, it would be ridiculously time consuming to calculate the distance between every star system. I suggest making a part called the "Interstellar compensator" which would scale the fuel requirement between stellar sphere's of influence to that of an interplanetary jump. In order to do so, however, you would need to attach the part to beacons located in the outskirts of both the target star system and the origin star system. Once the "beacon bridge" is set up and linked, you would use it kind of like a Mass Relay from Mass Effect. -
Does anyone know if there is a mod with wormholes or mass relays that could work with this? I want to create an ftl network between the systems, but ESLD is broken and the FTL drive is outdated. Also good luck with the PhD Sigma
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Kerbalstuff is gone, where can I download the mod?
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Does anyone know if this works for 1.0.5?
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[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
iliketrains0pwned replied to TMarkos's topic in KSP1 Mod Development
I haven't experienced that issue at all. The GUI doesn't show up, the parts faze through the ground, they freeze the VAB if you try to delete them, and you can't even move them once you attach them during assembly. -
[quote name='WedgeAntilles']Be sure to have the ships' crews refer to a jump using this system as a "BASE jump"........ :D[/QUOTE] Even better yet, it's called a BASS Drop.:cool:
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[quote name='parameciumkid']It's neat, but why the part about the universe on the other side being bigger? Is it necessary for the portal to work, or is it just supposed to be like the Nether in Minecraft?[/QUOTE] That is probably an easier way of explaining it. The reason that the scaled side is important is because it makes distances much shorter between points in our spacetime. If you went a foot there, you can go millions of kilometers here. In fact, we used that loophole as the basis of our FTL drives. The reason it is important for the Bridge, however, is that (even though it can only interact with ours through gravity) it is still a space with length, width, and depth. It's traversable just like normal space, which makes it possible for ships and space stations (like the Nexus) to exist there. The reason that the Bridge is so important is that, even though it is FTL on our end, we are still bound by the speed of light in the scaled space. While one end of the bridge is in a system nearby us, the other is off somewhere in the Andromeda Galaxy. And, since it works by shortening the distance as a wormhole, the journey there takes only 2 minutes. Huge fan of your jump drive mod BTW. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='WedgeAntilles']More headaches incoming. :confused: Could be confusing, depending on your audience. A little technobabble is fun, but don't overdo it--and make sure the wormhole system in your story uses sufficient phlebotenum to make for fun reading. :)[/QUOTE] I had a couple ideas for it. Since it's basically a scaled up version of our 3 dimensions, I made a bit of terminology up. Our space is called the Upper Domain (or normal space), and the scaled space the Lower Domain (or scalespace). The FTL drive that we use is called the Binary Accelerated Scalespace System (B.A.S.S cannon), which projects a magnetic path in front of the ship to squish a block of matter into a singularity.
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I was working on a story which used something like a stargate. In the book, space time is a two-sided 4D plane. One side is heavily scaled up from the other (which was discovered through a theory about dark matter), and it can be ripped by creating a singularity. The idea is that an advanced civilization created a bridge that used this to their advantage. A massive 5 km ring (known as a gate) is positioned in orbit at the edge of a star system. In the center of each gate, a singularity is gravitationally stretched to form a long, open ended tunnel. Meeting at the halfway point in the scaled spacetime, both tunnels converge into a cylindrical station known as the Nexus. Inside the Nexus, both ends are connected together and held open from the outside by the station's pull. When a ship travels into a gate, it falls through the wormhole, passes through the Nexus, and is accelerated by a gravitational pull in order to match the velocity of the exit gate. What do you guys think about the idea?
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[1.0.4] ESLD Jump Beacons - [Dev 0.6a]
iliketrains0pwned replied to TMarkos's topic in KSP1 Mod Development
The parts load in, but they don't seem to be working. Can anyone do a quick fix to update it? -
Do you have any plans to add in analogues to Pluto's other 4 moons?
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I need some help with kopernicus binary. I typed up the code for it, and it seems like it should work. But I don't know where to put the config file. Should it be put next to the system file for the mod or combined with the coding for the two orbiting bodies?
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Can you add in _Augustus_'s Stella expansion? It was a really awesome mod when it came out, and it's sad to see that it has fallen to the wayside. It's a really well built system, and with a bit of an update, it really would be a nice touch to the pack. http://forum.kerbalspaceprogram.com/threads/102363-Kopernicus-Core-Common-Community-API-Modpack-for-Planet-Creators-Version-1-3 (Bottom of the page)
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In Alternis, can you give the Duna-Tylo system a barycenter. I think it would make an awesome binary planet, but I'm having some trouble making a config myself.
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NASA wants to send humans to Jupiter in the 2040s
iliketrains0pwned replied to _Augustus_'s topic in Science & Spaceflight
The real question is why the list stops at Callisto? It's a pretty inactive world compared to some of the other Galilean targets, and I'm pretty sure that Europa (or possibly Io) would be more important places to visit. Maybe they're using Callisto as a base of operations to reach the other moons? -
I REALLY think that Squad should add in GP2 and GP3. With 1.0 out, career mode is pretty complete, so maybe they're going to dedicate more time to the system's planets. But if they can't, maybe Squad can reach out for some community support. They've added in mods from the past (like Porkjet's spaceplane plus mod), so why not do it again? There's already a lot to choose from (like Outer planets, Star systems, Planet Factory, or Abbadon), so all Squad needs to do is plug them into the vanilla game
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[WIP] Gargantua - A Pack for StarSystems - PAUSED
iliketrains0pwned replied to Chezburgar7300's topic in KSP1 Mod Development
I remember hearing somewhere in the movie about a neutron star orbiting Gargantua named Pantegruel. The wiki for Interstellar doesn't have any specific information about the star except that it orbits much farther away than Miller and Mann. Also, Edmunds orbits the neutron star, not the black hole. -
We NEED a new wormhole mod. Probably something like the one in interstellar. Imagine how awesome it would be if it was paired up with a mod like Multiple star systems. You can have a massive wormhole orbiting Jool that leads to the other star systems, and the blackhole in the center can be retextured to look like gargantua. http://forum.kerbalspaceprogram.com/threads/103298-0-90-Working-Multiple-Star-Systems%28WITH-PLANETS%21%29?p=1604011#post1604011 The best part is that there already is a mod that adds in the gravitational lensing effects, so all we need now is someone willing to make the mod. http://forum.kerbalspaceprogram.com/threads/109269-Custom-Shader-Loader-2-0-release
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[1.12.x] Freight Transport Technologies [v0.6.0]
iliketrains0pwned replied to RoverDude's topic in KSP1 Mod Releases
I'm really excited about the phase 2 parts. I want to pair it up with Stella or MSS to build a Starship like the Venture Star (Avatar). The only downside is that I can't refuel the Karborundrum tanks when I'm orbiting the other stars. -
Who Has Made it to Eeloo without Cheating?
iliketrains0pwned replied to TJMcCaust's topic in KSP1 Challenges & Mission ideas
Eeloo was actually the third target I reached in KSP after Minimus and Laythe. It's actually much easier than you think (I pretty much rode an orange tank there with a nuke on the back). Inefficient, but very easy to get there. It worked so well that I used it later for a trip to Sentar (Planet factory). Just remember, generators go a long way. Solar panels are much less efficient the further out you go. -
Does this mod work with Kopernicus? I have a save with the porp system and terrestrial planets, and I want to add this one alongside it.