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gmiddlemass

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Everything posted by gmiddlemass

  1. Slightly off topic perhaps but in the short term rather than full multi player I would be happy with a way to sync things like "world first" achievements between groups of friends so that I can compare their progress through the game to my own. Perhaps a sort of cloud save option (such as steam uses) for things such as this could be added between consenting groups of friends so that when one person breaks a record or lands on a planetary body their time for that achievement could be viewed alongside your own in the R&D building archives. Maybe even a sort vaguely of co-op game mode could be offered where friends have one persistence file shared between them via cloud save. This would enable them to build space stations/bases etc. together whilst not actually playing in multi player directly. it could even be a toggle-able option along the lines of a "Sync this craft" flag applied to individual ships so that you don't clutter up each others game. I would also like the ability to issue contracts between friends offering payment upon completion by removing funds from my game and adding it to theirs but perhaps this is a bit more complicated and straying even further off topic so I'll end my post here.
  2. I'd have no problem with paid DLC for the game if it funds further development and/or a sequel. The game has given me so much more enjoyment so far than many AAA titles costing two or three time the price.
  3. I would once again like to request Logitech ARX integration with KSP. Logitech ARX software uses a smartphone/tablet as a second screen for displaying in game data and would be ideal for the likes of a "Kerbal Engineer" type readout of orbital flight information or possibly as a display for KerbNet. It runs via Logitech's gaming sofware for their "G" series of peripherals and connects to your phone over local WiFi. The software is also capable of controlling the lighting effects on RGB keyboards so perhaps that could also be integrated somehow, maybe changing the colour of the keys depending on normal or RCS docking control or having the number keys act as a sort of radar altimeter display where each key lit up represents 10M height and they gradually turn the lights off as you get closer to landing. Logitech ARX Thanks for reading.
  4. Just ordered a G910 and can't wait to try this out. Does it do anything on the ARX screen?
  5. I would have to vote no to stock LS. It just adds one more thing for new players to worry about and I feel that it would cause more players to quit playing because of it. I've already had friends quit because the game is "too hard" for them as it is. I would however be open to life support being offered as an official mod such as the "Asteroid Day" one which Squad has now. I see it as working in a similar way to USILS with simplified (or single) resources and some way of generating more so that bases at least can be self sufficient. I also like that Kerbals do not die if you run out of supplies, they just become tourists and can be revived with a resupply mission. That said though, constant resupply missions just become tedious after you've done them a few times so perhaps some sort of automated system could run in the background where things are supplied (either partially or completely) for you in exchange for funds using something in the administration building. The contracts would be run by the same "invisible" contractor who occasional leaves it's Kerbals stuck in space for you to rescue. Just my opinion but to be honest something like this is never going to please everyone.
  6. Dam, Sorry just skipped through the posting. My Bad
  7. Thank you @SpannerMonkey(smce) that seems to back up what little information I've been able to find so far. I'll carry on with the search though and continue to play around with the part, It's quite addictive once you get started!
  8. That sounds awesome, can't wait to try it!
  9. I'll second that guess... the Hope-X for sure . EDIT: Absolutely love your spaceplanes by the way, and can't wait to see what you come up with next. The "Pinbol" has become my new favourite capsule for rescue and tourist missions.
  10. Firstly let me state that I am a complete modding noob and that I am just starting to dip my toe into the world of part modding with KSP via editing the config files. So far I have successfully re-textured/modified the small "Not-Rockomax Mocronode" into a working probe core/micro satellite and wanted to try something else. My plan is to try and turn one of the ore drills into a surface sample collector which can be placed onto an unmanned probe. I know, it's disgusting that I want to do this rather than send a Kerbal and pick up the samples in person but I plan on making the transmission penalty so high that the sample will have to be returned to Kerbin anyway in order to gain any useful science from them. The way I look at it it's just going to be using an unmanned probe rather than risking the life of a Kerbal to get the sample and you can already use probes to mine for ore which basically is a surface sample anyway so this seems like a logical progression of that mechanic. Anyway, that's enough of the starter now on to the main course... I can resize/re-texture the drill fine and can get it to display the "Take Surface Sample" message and run the experiment OK but I can't figure out how the animation of the part works. Ideally I would like to use the stock animation to deploy, drill for the sample and then stow the drill again when the experiment is run but I don't know if this is possible? Could someone please point me in the right direction for a tutorial on how the animation commands of the config work? I can't find much information on the "ModuleAnimationGroup" "deployAnimationName" and "activeAnimationName" commands which I am assuming are what I need to use? I should also point out that I intend to sue these parts purely in my own personal game and will not distribute other peoples code, I just want to learn and reverse engineering existing parts seems to be the logical starting point. Thank you in advance for any help offered.
  11. How about this one... Link Not sure if it's working with the latest version of KSP though.
  12. Managed to make a small warp capable space plane (SSTW) with the small version. It gets to low Kebin orbit with the Rapiers and then, very slowly over a few orbits, climbs out sufficiently far for the warp drive to activate. Thank you for the mod. Edit: Sorry, picture doesn't seem to be working. Not got used to the new forum yet! Direct link Picture
  13. Wow! Another great looking mod Roverdude.... Looking forward to trying it out.
  14. I think you can look out of that window by clicking on the "Nav" screen in the main IVA view. It's meant to be a docking view I think.
  15. A couple of my mates have ordered two of them each when the half price pre-order deal was on, the plan is to sell the second ones on ebay as soon as they get theirs delivered. A slightly risky plan perhaps but if it works out then they could potentially end up with a free drone each.
  16. Seems like a bit of a pointless poll to be honest but each to their own. I use them for planes... Both atmospheric and space versions
  17. Jeb tried out his new dirt bike... (to be honest it needs more work but he seemed happy anyway) Born to be wild!
  18. Very impressive screen shot collection... Have some rep +1
  19. Got my deep space probe into orbit round Neidon (Outer Planets Mod) 25 years after launch... Furthest out I've been so far.
  20. This is my version of the Curiosity rover. Stock apart from TweekScale...
  21. Isn't this what the "Scatterer" mod does? Not sure if it does the texture changes though.
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