Fox62 Posted May 25, 2014 Share Posted May 25, 2014 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? Link to comment Share on other sites More sharing options...
Fox62 Posted May 25, 2014 Share Posted May 25, 2014 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_DemonEDIT -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_wingThe 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 25, 2014 Author Share Posted May 25, 2014 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. Link to comment Share on other sites More sharing options...
Fox62 Posted May 25, 2014 Share Posted May 25, 2014 (edited) 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 May 25, 2014 by Fox62 Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 25, 2014 Author Share Posted May 25, 2014 Excellent sourcing chap. Thank you! Link to comment Share on other sites More sharing options...
mike9606 Posted May 25, 2014 Share Posted May 25, 2014 Any estimate on when this will reach a playable state? I'm really looking forward to this. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 25, 2014 Author Share Posted May 25, 2014 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. Link to comment Share on other sites More sharing options...
mike9606 Posted May 25, 2014 Share Posted May 25, 2014 A couple of weeks, the same answer for 2 things I have been anxiously waiting for. The pre-race update for BeamNG.Drive, and now this. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 26, 2014 Author Share Posted May 26, 2014 Idea dump:Have the navball start ye olde style and upgrades as progress is made up the tech tree. Visual changes only, functionality stays the same. Link to comment Share on other sites More sharing options...
Fox62 Posted May 26, 2014 Share Posted May 26, 2014 Could you post images of what you mean by, ye olde style? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 26, 2014 Author Share Posted May 26, 2014 Image googling atm. "plane compass" has gotten some good hits. Link to comment Share on other sites More sharing options...
blackheart612 Posted May 26, 2014 Share Posted May 26, 2014 I dunno but the idea "Civilization V" came to my mind. Up to you to base a little bit on that. XD Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 27, 2014 Author Share Posted May 27, 2014 (edited) EDIT: All further releases will be in the first post. Edited May 27, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
mike9606 Posted May 27, 2014 Share Posted May 27, 2014 B9 Aerospace isn't on the mod list, but I see B9 lights on the Kerbal Jeep. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 27, 2014 Author Share Posted May 27, 2014 It's been added to the credits in the second post. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 27, 2014 Author Share Posted May 27, 2014 Any releases will now be in the first post. Link to comment Share on other sites More sharing options...
redteddy23 Posted May 30, 2014 Share Posted May 30, 2014 Building a testing install with all the requirements. Just one question, is RemoteTech (with the temp fix) a requirement at the moment? Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 30, 2014 Author Share Posted May 30, 2014 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 30, 2014 Author Share Posted May 30, 2014 (edited) Next release will fill out quite a bit of the early tech tree and integrates the following so far:B9FirespitterGoodspeedKASKAXKWRocketryLLLSCANSatEDIT - + RemoteTech2There'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 May 30, 2014 by AlphaAsh Link to comment Share on other sites More sharing options...
SlimeCrusher Posted May 30, 2014 Share Posted May 30, 2014 Next release will fill out quite a bit of the early tech tree and integrates the following so far:B9FirespitterGoodspeedKASKAXKWRocketryLLLSCANSatThere'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 ... Oh yea and install all the required mods lol Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 30, 2014 Author Share Posted May 30, 2014 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 ... Oh yea and install all the required mods lolThat'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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 30, 2014 Author Share Posted May 30, 2014 Some of RemoteTech's dishes have now been integrated into KAP's next release (not the art assets themselves - I can't redistribute those because of the mod's licence). Link to comment Share on other sites More sharing options...
redteddy23 Posted May 31, 2014 Share Posted May 31, 2014 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted May 31, 2014 Author Share Posted May 31, 2014 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. Link to comment Share on other sites More sharing options...
AlphaAsh Posted June 2, 2014 Author Share Posted June 2, 2014 Alpha Sample 02 is up. See first post. Please re-read the blurb if you tried 01, as the blurb has also been updated. Link to comment Share on other sites More sharing options...
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