JordanL
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Well... this is the first time I've done one of these. Most of the time, I simply don't like my creations enough to really show them off, but this time... this time I spent almost two days putting together the first leg of this mission. Now, let me describe the craft. Click the images to go to the big versions! I used some SRB's to get it to about 15km. Everything else for the entire mission will be Ion Engines. Eight giant SRBs were used. The "bridge" is at the front of the "top" nacelle, and the other three are topped with Xe generators. This is how I always design my ships. They end in a Sr. Docking Port stacked on top of a battery on top of a monopropellent tank. Then I use four symmetric radial structure pieces to put quantum struts on them. When I dock, the other ship will have the same structures lined up, and the quantum struts will hold the two ships together rigidly. The RCS ports I'm using are curved and animated. When they are turned off like in the previous image, they recess into the ship, but when they turn on, the jump out. They're also curved to follow the shape of the ship. Liftoff! Glow strips mark the ship. Green is the command nacelle (topped with the Mk3-9 module), Blue is an engine only nacelle, and Red is the interior side of a nacelle. Mun was directly overhead when I launched. Getting up at a few thousand meters now... the first boosters will be gone soon. Now we're on the second set of four boosters. This set should take us to almost 20,000 meters. Well into our gravity turn now, the last boosters are done. And for the rest of this craft's life, these Ion engines will be all that power it. Since they don't leave visible exhaust, even at full throttle this craft looks peaceful. You can see the sun about to rise behind me, but I'm going to outrun it. Onward... finish that boost burn! For the circularization burn, I turned off the more powerful Ion engines to allow the ship to more carefully burn at the maneuver node. I have them in actions groups. 7 turns the large ones on, 8 turns them off. 9 turns the small ones on, 0 turns them off. Just finishing the circularization. And already on the other side of Kerbin. The only thing left is to deploy the radiators for the generators. (Toggle action group 1) So... what should I name it? I still have between 3,000m/s and 5,000m/s delta-v left, depending on the engine configuration I use. I can also refuel the Xe if I have to, and the "Xe intakes" will slowly replenish it as I go. What should I do with this ship? I think I should try to make an Ion engine lander and dock it to take with me. I plan to visit every body in the Kerbol system with this vessel.
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Please, please... make it somewhat simple for us to add manged resources. For instance, I run MKS, TACLS, KSPI, Kethane, Orbital Construction and Extraplanetary Launchpads. I want to be able to go in and be able to use one class of parts (maybe preconfigured before launch) to manage the transfer of any kind of resource by editing the cfg file.
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KSP 64bits on Windows (this time, it's not a request)
JordanL replied to Lilleman's topic in KSP1 Discussion
Took me over 1.5 hours to track it down. It was TweakScale in conjunction with Interstellar. -
KSP 64bits on Windows (this time, it's not a request)
JordanL replied to Lilleman's topic in KSP1 Discussion
Apparently it isn't the 64 bit. It also was doing it in my 32 bit install. -
KSP 64bits on Windows (this time, it's not a request)
JordanL replied to Lilleman's topic in KSP1 Discussion
Mine is crashing, consistently and reproducibly, when I press the launch button in the VAB. It does the scene flash that everyone is getting, then I have a screen of empty space with the stars background, and my navball says orbit, and the sound file for "you just got to the launch pad" of whistling wind plays on a loop. It doesn't crash, it just freezes. And not the program, just the scene. I can press ESC and bring up the menu and go back to space center, I just can't launch anything. Even tried it with a 3 part ship, just in case. Really unfortunate... I suppose I have to go back and figure out which mod isn't working. -
I standardize my docking ports. Everything that is not a single-mission probe has at least one Sr. Docking Port with at least 2.5m of clearance, and four symmetric parts around the port to allow for Quantum Strut connections (standardized at 45 degree angles from the "front"). I do this so that: - All ships that need to refuel can refuel at my enormous orbital refueling stations. - It becomes easy to assemble modular ships in orbit. - Any two crafts that dock will be rigid enough to fly while docked. As a corollary, nothing except command module terminations or engine terminations end in any size EXCEPT 2.5m. The body can go up to a larger size, but the ends will be 2.5m. All ends have a docking port UNLESS they have a command module or engine there. And all engine sections are detatchable and reatatchable. Then I have some "standard" lifter vehicles I created.
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Well... I didn't know about this and I'm up to about year 200 because I set up a station to generate antimatter for KSPI. Hmmmm.
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Auto-pushing DLLs from one player to another could enormously screw windows users if someone trolls.
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I wish it was easier to manage versions of a mod as a user. Updating mods is sort of a pain, especially when some maintainers don't keep super detailed change logs so I'm not sure if my problem has be patched or not.
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SimplePartOrganizer: http://forum.kerbalspaceprogram.com/threads/62466-0-23-SimplePartOrganizer-v1-0 KerbPaint: http://forum.kerbalspaceprogram.com/threads/50008-0-23-KerbPaint-Paint-layering-for-parts-(September-23rd)-(Same-Old-Still-Works!) Kerbal Joint Reinforcement: http://forum.kerbalspaceprogram.com/threads/55657-0-23-Kerbal-Joint-Reinforcement-v1-6-Properly-Rigid-Part-Connections-12-29 Editor Extensions: http://forum.kerbalspaceprogram.com/threads/38768-0-23-Editor-Extensions-v0-6-5-Aug-(EdTools-Editor-Tools-replacement) Achievements: http://forum.kerbalspaceprogram.com/threads/52535-0-23-0-Achievements-1-5-4-Earn-132-achievements-while-playing Orbital Construction Re-Redux: http://forum.kerbalspaceprogram.com/threads/56140-0-22-Orbital-Construction-Re-Redux Modular Fuel Tanks: http://forum.kerbalspaceprogram.com/threads/64117-0-23-Modular-Fuel-Tanks Real Fuels: http://forum.kerbalspaceprogram.com/threads/64118-0-23-Real-Fuels-v4-12-30-13 Infernal Robotics: http://forum.kerbalspaceprogram.com/threads/37707-0-23-Techtree-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-11-(12-26-2013) Kerbal Attachment System: http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-(KAS)-0-4-5-Struts-pipes-part-containers-and-more-(0-23) KW Rocketry: http://forum.kerbalspaceprogram.com/threads/51037-0-22-KW-Rocketry-v2-5-5-Avaliable-New-Sounds-New-Parts-11-11-2013 NovaPunch: http://forum.kerbalspaceprogram.com/threads/3870-0-22-NovaPunch-2-03-Oct-16th-2013-Career-Mode-Integration-Inline-NERVAS! Procedural Fairings: http://forum.kerbalspaceprogram.com/threads/39512-0-23-Procedural-Fairings-2-4-3-tech-tree-and-minor-improvements-(Dec-18) Spherical & Tordial Tank Pack: http://forum.kerbalspaceprogram.com/threads/30673-0-23-Spherical-and-Toridal-Tank-Pack-(Updated-12-30-13) Among others.
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So you want to learn about software engineering? Hmmm... from your end, I know what you're looking for, but from my end I know that I can only do software engineering because I have over a decade of experience. Small steps, is what you want, if you're having trouble getting concepts. Don't be afraid to break things, tweak things and see what happens, when you encounter a piece you don't know google it, and if you have specific questions search/post them to stackexchange.com for some answers. You don't really learn programming by learning what to do. As you pointed out, that ends up teaching you how to follow the example you're given mostly. You learn programming by learning what not to do, then learning why you don't do it. Most of the stuff you try at first doesn't work, so you start really simple and make that work. Then you add a piece, and add a piece, and at each step you see what didn't work and look it up, learn about it, and see what does work. Raw concepts that you should probably learn about include: - Typing - Control structures (if/else, functions, objects, variables, constants, arrays, etc.) - What libraries are and how to use them (in abstract) - Standards of coding (whitespace standards, naming standards, style guidelines, etc.) But the stage that you're at is not one you graduate from quickly or without bruises. Regardless of who is helping/teaching you. Best of luck, but I'm not the person for you. I don't have the time or resources, and I already spend about 80% of my waking day programming.
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I don't really care personally if you reveal your idea, I just personally rolled my eyes and wanted to comment. I have worked almost exclusively for startups for the last decade as a programmer, and I just don't have much patience for people who value their own ideas above the ability to execute them. It's just a personal thing. Most people who could just jump into a project like this have their own projects already and are unlikely to do work for your idea. If you already have people with the skills to execute whatever it is you're thinking, and just want some help (because more help is usually better), then that's cool. But it's unlikely that you'll get much of a response because few people have less free time than experienced programmers. If you don't already have a 'team' that can execute your idea, then it'll be difficult. But all the same I wish you luck, as it would be an interesting mod if it was executed correctly. Just about every person that has the mix of skills and interest to pull something like this off hang out in the #kspmodders IRC room on EsperNet.
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That seems silly since: 1. You won't make money off this. 2. Someone else that does it first probably knows how to do it better. 3. If they do it well you don't have to do any work. 4. If they don't do it well in your opinion you can still do it yourself.
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I've run almost all of these at the same time without crashing issues. Not *all* at the same time... for instance I didn't have B9 which is a huge drain (since I wasn't making planes or SSTO's at the time). Get texture reduction packs if you can and with those + Active Memory Reduction pack (first tab) you should be fine.
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Here you go, this is the list I maintain for myself: https://docs.google.com/spreadsheet/ccc?key=0AjkrLCHDTQhNdGRuY3YzV1hGR09XZlYxR3kzcnFneGc&usp=sharing EDIT: Specifically, KW Rocketry, NovaPunch and Near Future Propulsion on the fourth tab are probably most relevant to your question.
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Thrust transform in Unity
JordanL replied to Kokanee's topic in KSP1 Modelling and Texturing Discussion
You should write a quick how-to on what you did. It's how the documentation improves. -
He is also quite active in the #kspmodders IRC room.
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Kerbal Civ: Your opinion on interacting with the Kerbal Civilization
JordanL replied to JordanL's topic in KSP1 Discussion
Just everyone didn't read I guess. This thread had zero to do with setting pointless, pretty cities on the surface. -
Kerbal Civ: Your opinion on interacting with the Kerbal Civilization
JordanL replied to JordanL's topic in KSP1 Discussion
Hmmm, people seem to envision this as something much more complex than I do. I'm not even certain that any modeling is necessary, but once money and reputation are figured, what if you built a space station with permanent habitation orbiting Kerbin, and occasionally you'd need to run a rescue/repair/resupply mission to it or the hundreds of civilian Kerbals (that some invisible private company ferried up) would be in trouble? Or, extending it into the resources that they have canned, what if a permanent habitation orbiting other planets unlocked certain types of experiments and materials? Once you put it there, the logistics of the operation are mostly handled in the background without "screen time", but you can interact with it to add new depth or complexity to the game if you want. -
So, I have a question. Some of the things I've seen welded here... do people HyperEdit them into orbit? Because I don't see how you can build a rocket to launch some of the truss constructions I've seen welded.
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Kerbal Civ: Your opinion on interacting with the Kerbal Civilization
JordanL replied to JordanL's topic in KSP1 Discussion
I've been thinking about what it would be like if you could create functional space destinations that you then don't have to ferry passengers to, but which do create additional "options" for your Kerbin civ. I'm not even sure what that would look like to be honest, I'm just thinking about what it would be like if humans could launch as effortlessly and frequently as kerbals do. -
So for obvious reasons (how unnecessary it is to core gameplay) there's currently no in game Kerbal civ outside of the KSC. There's a few mods that add new aspects of this on Kerbin being worked on, but I was curious: what would your opinions be on interacting more concretely with the Kerbal civ? Like... if you were to build a space station that functioned as a city/hotel, being able to interact with it in a way that made it play as if there was a Kerbal civ outside of your space program. Just an idea I've been kicking around.
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Copyright only has to do with actual creations of the developer/artist. Not only would Module Manager changes be allowed, there is literally no way the original creator could stop you from distributing it unless there was a EULA that you had to accept specifically for the plugin, and even then the power of such provisions in EULA's is very questionable, and have failed many times in court. Of course, just because that's the case doesn't mean that it isn't impolite to do stuff like this without asking, or at least trying to work with the original creator, but you are not in any way obligated to if you do it without distributing content that the original creator made.