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[WIP] KAP - Kerbin's Age of Pioneers (A Career Mode Overhaul)


AlphaAsh

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How would someone restore Battery Life? Or will Kerbals have the ability to change out batteries, thereby restoring Battery Life to the part? How does zis vurk?

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Idea dump.

Fluidic Circulation Control - SAS/ASAS powered by IntakeAir rather than ElectricCharge.

PART ideas - SAS ASAS control surfaces that actually **** out air like RCS thrusters?

http://en.wikipedia.org/wiki/BAE_Systems_Demon

EDIT -

Adaptive Compliant Wing. Could procedural wings be able to real-time simulate this? Maybe more the territory of something like Infernal Robotics.

http://en.wikipedia.org/wiki/Adaptive_compliant_wing

The first idea of yours is actually something similar to what B9 Aerospace does with it's compressed air thrusters. And the second idea would definitely be more in the territory of IR. I also think you or someone else should bring this to the attention of Matt, aka The Winter Owl, aka The White Owl.

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How would someone restore Battery Life? Or will Kerbals have the ability to change out batteries, thereby restoring Battery Life to the part? How does zis vurk?

My wife is the real technical genius so I'll probably discuss this further with her. At the moment, BatteryLife can't be restored. Kerbals will have to change them out, hopefully with more proficiency than they do lightbulbs. Radials should be easy to do with KAS (small ones, anyway). Inlines, not sure.

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You should make batteries similar to the rechargeable batteries currently on the market, so that solar power actually can do something, and we can make crafts that don't need to have batteries shipped up to them every few days/months/years/hours. Also, you can replace SAS and ASAS with CMGs, or Control Moment Gyroscopes. These are used by spacecraft for steering, but have some rather notable limitations, making a Reaction Control System and a Flight Computer that uses a small gyro to detect and maintain heading much more mass efficient for small spacecraft like Apollo CSM look-a-likes and Space Shuttle look-a-likes. Or at least that's how I would balance it.

Edited by Fox62
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It is in a reasonably playable state (in that many mods have been integrated, part placement has been redistributed, resource management is almost finalised and science grabs are nearly done) but there's a lot of non-design issues I still need to thrash out. The not so fun stuff that still has to be done.

- How to handle new parts that are rescales of Squad parts. Model and mesh parameter nightmare territory. I've got a lot of additions in the Squad folder (not changes) but that probably won't fly.

- Mod part non-inclusion and/or redistribution. KAP's gameplay relies on what isn't included from mods, not just what is.

- Permissions, licences, permissions, licences argh head splode.

I do hope to have an alpha out in a couple of weeks. Don't hold your breath.

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RemoteTech isn't a requirement for KAP currently. A testing install is your safest bet if you plan to look at any of the alphas; good call. I'm close to a pretty sizeable second alpha sample release (which includes LLL intregration, which I left out of the last release because it wasn't quite ready) and I'll pop back later today with more details on what mods have been integrated.

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Next release will fill out quite a bit of the early tech tree and integrates the following so far:

B9

Firespitter

Goodspeed

KAS

KAX

KWRocketry

LLL

SCANSat

EDIT - + RemoteTech2

There's plenty more planned.

KAP plays way better with the integrated mods than without. I'm hoing and humming over when to freeze the current build and release the next alpha sample. Probably soon.

Edited by AlphaAsh
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Next release will fill out quite a bit of the early tech tree and integrates the following so far:

B9

Firespitter

Goodspeed

KAS

KAX

KWRocketry

LLL

SCANSat

There's plenty more planned.

KAP plays way better with the integrated mods than without. I'm hoing and humming over when to freeze the current build and release the next alpha sample. Probably soon.

Just make sure to not exagerate with the mods, to make it playable for everyone, even people with low RAM :)

I'll delete all mods in one of my multiple KSP folders and i'll try the alpha :D... Oh yea and install all the required mods lol

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Just make sure to not exagerate with the mods, to make it playable for everyone, even people with low RAM :)

I'll delete all mods in one of my multiple KSP folders and i'll try the alpha :D... Oh yea and install all the required mods lol

That's for the player to manage. You'll have to decide whether to take out a mod if you're hitting KSP's memory limit.

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KAP plays way better with the integrated mods than without. I'm hoing and humming over when to freeze the current build and release the next alpha sample. Probably soon.

Very nice. Looking forward to it. Might be an idea to "tier" the mods with, I'm guessing aerospace (B9, Firespitter, KAX) being more essential than others. Just a thought.

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Very nice. Looking forward to it. Might be an idea to "tier" the mods with, I'm guessing aerospace (B9, Firespitter, KAX) being more essential than others. Just a thought.

Yup. KAP started out as just a personal mod of KSP and all the mods, so A - Certain mods take priority anyway (personal taste, personal quality assessment, fit to purpose, fills a gap etc.) and B - I can pay reasonable attention to memory limits.

With B, I generally keep filling a build until KSP starts having regular fits, strip out the less important stuff (especially duplications) and rebuild.

I'm planning to split KAP in to two parts. The 'core' will be MM cfgs, mod additions (re-using assets with additional cfgs that YOU installed isn't restricted) and Squad additions. The 'bits' will be a collection of mod components I am allowed to re-distribute, as per licences and permissions obtained.

There'll also be some documentation about what you can remove from certain mods in order to save memory. Not all mods are integrated in the whole. That just causes part bloat and redundancy and will quickly make KSP crash-happy.

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