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Aristaeus

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  1. @HaullyGames are you still looking for a programmer? I don't have a huge amount of free time, but I can probably help with a few small features.
  2. Yeah, the main one was ShotgunNinja, and his refined version is the backbone of Kerbalism. The problem is that there's a lot of factors it doesn't include, such as the thermal properties of a ship, as heat actually affects the efficiency of converters.
  3. How difficult would it be to have a thread managing background vessels and keeping track of all their thermal, other resources, etc?
  4. The first command pod can actually hold 10 days worth of food and oxygen. It's just got 5 days included by default. Right click and use the tweakable to increase the amount. @ShotgunNinja, are you open to pull requests? I'm pretty time poor, but this is a fantastic mod and I'd love to help out by contributing a few MM configs and features bugs where I can.
  5. G'day. I managed to get KSP running in Kubuntu this morning by launching with -force-glcore. Make sure you cross your fingers and send prayers to Linus.
  6. There's a bug in the version file for AVC; the download links to the forum post for Cryogenic Engines.
  7. The science system caught my eye too. I'm stuck on mobile until next week, but I'll start working on this then. You're spot on with transmission, but I'm not sure how data could be stored per ship. What should happen if you have "one" ship with science undock into two vessels?
  8. Everything in this thread is spot on. Is anyone planning to implement some of these features in mods? If not, do you mind if I steal some ideas?
  9. Hi there, This looks like a really great mod. Realistic ISRU is something missing from the KSP mod community. I've had a look at the github, and commits have been infrequent lately. I haven't modded KSP before, but I have a bit of programming experience and a lot of free time. Is there anything I can do to help?
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