Jump to content

Vector824

Members
  • Posts

    15
  • Joined

  • Last visited

Reputation

15 Good

Profile Information

  • About me
    Curious George

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Oh man I LOOOOVE this mod. The stock plumes have always bothered me, and you have exceeded my expectations.
  2. The reason I love this mod so much is because I like to build somewhat crazy sized rockets, and stupid huge space stations. The problem then is that in vanilla KSP they wobble around like a wet noodle, unless I strap struts to it. But that's time consuming and a little unsightly unless you hide them in-between the joints... and that's what this mod does for me anyway! It's like invisible struts in my mind. I don't connect two jumbos with the tiny cube because it looks ridiculous... And if I did I would be strapping struts to it anyway and that's just as unrealistic IMO. So I'm keeping KSP at 1.6.1 for now because I have too many mods to justify moving to 1.7 atm. I think the work you both did on this is fantastic and I greatly appreciate it!
  3. Is there any version of this mod that works with 1.6.1 or newer? I've tried lisias' version and can't get it to work.... Edit: Got it working on 1.6.1 by installing this: https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/releases/tag/RELEASE%2F3.4.0.4 Then this: https://github.com/net-lisias-ksp/KSPAPIExtensions/releases AND this: https://codeload.github.com/net-lisias-ksp/KSPAPIExtensions/zip/master Edit Edit: Instructions here: https://github.com/net-lisias-ksp/Kerbal-Joint-Reinforcement/blob/master/INSTALL.md Thanks @Lisias for all your hard work on this. I literally cannot play KSP without this mod.
  4. Here's one of my early landers: My most recent iteration for the Mun and Minmus. Using Lithobrake Exploration Technologies, it holds three Kerbals with lots of Dv and science! Here it is parked next to my Minmus Science outpost:
  5. I do like the idea that all these are separate and can be toggled. I really like the injury and sickness classifications! Then you have to carry different supplies to be ready for whatever.
  6. Will do! I really think this could add complexity and depth to gameplay. Especially if you guys add a health bar. If a randomized illness can strike a Kerbal on mission, it can bring in the need for a medbay on bases, quarantine pod on stations manned by a "Medical Officer" in order to work. I say its a simple health depletion bar until you place him inside the med pod, then it refills. If you want to add KIS to it a Kerbal can then have supplies to quickly refill health in the field. Say a Kerbal gets run over by a rover, his health bar is at 25%, and the Medical Officer runs over with "meds" and "splints", the bar refills to 70% and now the Kerbal can walk/drive/jet pack back to the base, enter the med bay and begin healing. The Medbay and Med R&D can also research "medical science" when manned by Scientists and a Medical Officer. But only when at 100% health. So, I propose this: Parts: All of these could be the vanilla parts, just with the added Medical Officer mechanic. Command pods could function as "Medical Bays" if they support more that one Kerbal. So no matter what crew pod you have, kerbals heal. But by adding these to your vessel it increases healing rates. 1) MkI Quarantine Pod - 2 Kerbals, MkI Crew Cabin - For health regeneration and rescue operations. No science earned. 2) MkII Med Bay - 4 Kerbals, MkII Crew Cabin or PPD-10 - earns science when manned by Medical Officer and Scientist at 100% health. Gains small % boost when manned by more scientists or medical officers. Science disabled when sick Kerbal is being treated. 3) MkIII Medical R&D - 4 Kerbals, Mobile Processing Lab - earns science and heals at fastest rate, science doesn't disable when manned with Scientist and Medical Officer, even if sick Kerbal is present. Useful for bases and orbital stations. Only needs Medical Officer to be on the station/base in order to heal, not necessarily in the part, so you can heal 4 kerbals at once. Manning with 2 Scientist and 2 Medical Officers gives % boost to Science earning rate. Letting science bar fill to full gives +5-10% random point boost. 4) KIS Medpack - caries med supplies for in the field for fast healing up to 75%. Works with all Kerbals, only Medical Officer gives healing % boost and uses less supplies. Gameplay: 1) ALL Kerbals deplete at slow rate, increasing in rate the further away from Kerbin SOI they go. Radiation, Space Bugs, etc... Medical Officers are super kerbals (like nurses IRL), can't get sick. This doesn't have to be implemented, but does add complexity. 2) In vanilla mod Kerbals "stop working" below 80% health. If Kerbal drops below 50% they need to fly back to KSP in order to heal completely. Using KIS then they stop moving below 50% if reached walking outside (ok on EVA to fly back), need "life saving measures" below 10%, Die at 0%. 3) Random Illness Generator (togglable) that knocks off random % of health on missions. Popup alerts to illness. Place in medical part to heal. Could have an option to transfer in pop-up, then transfers Kerbal back automatically when finished. This is rare, like once every 2 years, only depletes down to 81% max. 4) All Medical parts heal Kerbals at rate in direct relation to experience of Medical Officer. For example; 2 star gives 25% boost, 3 gives 50% 4 gives 75% 5 gives 100%. If there is more than one Medical Officer on board then they increase by +25% faster per M.O. So two 5 star kerbals give 125% boost instead of 200% or something like that. Healing takes a couple of Kerbin days, so not very long. Could timewarp to heal faster. 5) KIS can implement on site health regeneration up to 75% using "Medical Supplies" from medical backpack. Includes drugs, needles, splints, bandages. Any Kerbal below 10% requires "emergency life support" like an AED and Adrenaline shot to get above 10%. Despawn when 0% is reached. 6) Can support other life support mods to ship "medical supplies" in order to keep parts working. Could also manufacture onboard medical supplies with another module. That's all I have for now.
  7. As an actual nurse who plays KSP I would love to see this as a mod so I can live out my healer space travel fantasies. I like what you guys have so far, wish there was a way I could help. Real world advice maybe?
  8. Ha! No they don't. And you shouldn't either. I learned everything the hard way, manually. Now I use MJ to save time, it's just easier than plotting nodes by hand. I can do it all on my own, I understand the physics and rationale behind it, and now I just want to fly my crafts without all the hassle of clicking and dragging. I still launch and dock manually though. It's way too fun not too.
  9. Here's a couple of mine for science! 1st science station: 2nd station was launched after the 1st was no longer compatible with 1.2 and de-orbited. Currently has hab, fuel and science modules.
  10. Right click once and move the mouse around to control where you're looking, scroll the mouse wheel to zoom in, right click again to stop. Hope that helps! Oh, and don't forget to hit "C" or "V" to get out of IVA.
  11. I run that set up, but I upgraded to 8gb ram and a 750gb 7200rpm hybrid drive. Lag is tolerable on 300+ part vehicles and medium graphics settings for me. Fan runs hard and the left side gets hot though.
×
×
  • Create New...