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[WIP] Ion Storm {N00b at Work}


DIGI_Byte

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This is a relaunch of my Ion Cannon Mod from way back in .1x-something

I'll document all my progress in this thread like a blog.

A disclaimer that I am an amateur coder, not new to coding but never learned advanced cool stuff.

Project;

Company: Ion Storm Industries

Premise: Ion Storm has developed a powerful Orbital Defense Satellite that generates Ionized Antimatter before projecting it using Near Speed of Light (Sol) acceleration

Concepts

Concept1

Concept2

Modules;

(Functional)

Ion Command Small - Small control pod, holds 1 Kerbal

Ion Command Large - Large control Center, holds 8 Kerbal

Ion Generator - Module Generate custom Fuel 'Ion Charge' and heat from electricity

Ion Coolant Pump - Module that saps heat from Connected Module (Ion Generator)

Ion Barrel A - Main Cannon, used for aligning to target and fire effects.

Ion Barrel B - Main Cannon, used for aligning to target and fire effects.

Ion Barrel C - Main Cannon, used for aligning to target and fire effects.

Ion Accel Magnet - Increases Range/accuracy at the cost of overheating and energy cost to fire.

Ion Reaction Wheel - Super large structure, used to rotate the whole station effectively creating its own gravity field rotate.

Ion Shielded Solar Panel A - Large long Solar panel, curved to focus light and is more effective then standard panels

Ion Shielded Solar Panel A - Large short Solar panel, curved to focus light and is more effective then standard panels

Ion Solar Curtain - A massive stationary solar array that deploys into a curtain like structure, high surface area, very fragile.

(Structure)

Ion Wings A

Ion Wings B

Ion Structure A

Ion Structure B

Statistics: (May change depending on feedback)

Generate a singe shot requires 125k Energy

Requires 32k Energy to fire

Ion Solar Panels (18e*10n)+35q = 243e

Edited by DIGI_Byte
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Day 1

Downloaded and installed Mono Development generic now know as Xamarin (I shall miss mono dev)

Downloaded partGen 3.1 for KSP to get modules started

Created Base Script in C# following these tutorials:

Created Custom Fuel to the Ion Generator

Started working on ideal 3D proportions

Failed to find KSP GUI calls to create the GUI I need

Created Forum Post

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Fixed second Concept and changed it.

as for the project; I need to find how to....

Tell the ship to auto rotate using modules so the cannon aims at the current target when told too.

Tell the game to destroy/delete Ships/parts/junk/asteroids in space after a time limit.

Find all ship parts/junk/asteroids that are within range, I'm talking within 5AU

How to detect how many modules of a certain type/name are on the ship (need to count all Ion accelerators are attached and add them together to calculate the targeting distance and accuracy)

how to list available targets in a select-able list

In-game Progress on GUI

LINK

Estimated scale: LINK

Edited by DIGI_Byte
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Day 2

Started the foundations for the orbital drop pods/escape capsules.

might have to make a script.dll to trick these things to work as the part.cfg seems really limited for this.

The idea is that once a kerbal is in it, you activate it and it jets off and you can use the limited RCS to angle/steer it.

you can't attach items to the pod, but you should be able to move kerbals too it, currently you have to go EVA and so far the kerbals refuse to enter it. More investigating required.

I'm also having trouble getting the texture for them to work, but its not a high priority.

DropPod

DropPod Spider

and Got more of the GUI developed, built a modular window that toggles, just need to make it only appear when that specific module has at least 1 kerbil inside... not sure how yet.

I also killed Jeb in parts testing. that's like dividing by 0

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DropPod working Files:

If someone is keen on coding something, this could use some love.

IonStorm_DropPod Download (WIP)

(once we have this working I'll do a better quality model and texture)

Ideally the module should be able to be entered through EVA and IVA, and contain no usable resources until activated.

once activated (requires a kerbal inside) you would have 15 mono and 35 energy to manipulate the escape pod.

The escape pod needs to detach from its coupling and jet off/away for half a second at a downward 45 degree angle.

When it enters atmosphere when a parachute would normally take effect, the Drop Pods should open its break flaps to help slow it down.

and a tricky part would actually having the capsule 'imbed' itself in the terrain, could probably be faked. by simply overwriting the modules position relative to the planet and just set its new transform slightly into the ground and freezing it in place.

Edited by DIGI_Byte
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