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amorymeltzer

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Everything posted by amorymeltzer

  1. Can someone shed a little more light on this? From some searching it seems Unity does allow for 64bit on Mac but for KSP it's a POS, even worse than windows. And that won't change with 5 or 5.1 or 5.2? Is that right?
  2. It's the Field Research contract pack, by the same author, and yes, you are mistaken. On Kerbin, there are plenty lakes in grasslands which count as "splashed in grasslands". You can, in fact, get a "splashed down" and a "landed" in every major Kerbin biome (ie NOT the KSC ones). If you read the contract text that everyone ignores, you'll notice that it even alerts you to the fact that this is rare science, and gives you a few waypoint locations where they can be found. It's the most genius part of the contract pack, I think.
  3. I think this is the way to go. Make some interesting and variable scatters, so that not every grasslands or highlands looks the same. They can be functionally the same but as long as they look different here 'n there, they'll be fun to get to. They can even be hardcoded (I would imagine) so that they don't change up on you (it would be weird to have trees and ice floes move around).
  4. Well, I like GH, but I'll reply here so it's easier for others to chime in. tl;dr - I vote change the wording. I actually think this contract needs a slight rework. The point is to force the user to somehow "check out" the planet/moon beforehand, whether by SCANsat or the stock ISRU-scanner by: - Probe - Orbit - Scan So, why the need to re-orbit Kerbin? That didn't make sense to me, especially since, in theory, the antenna would relay all the information. I think it makes perfect sense to just need a probe doing some scanning, so I think the wording can just be changed and it's alright for it to be a pre-existing scanner. One thing you could include (more work, though, for you and the users) is to require that the probe has actually transmitted some sort of scanning data. I'm no ContractConfigurator whiz, but is it possible to check to see if the probe sent back scanning data? If so, that could be a good middle ground. So, I can use my SCANsat probe already around Minmus, but I have to actually send back data to Kerbin. You'd have to allow it to just auto-process if scanning data is maxed-out, though, since ISRU is all or nothing; if someone isn't running SCANsat, and has already ISRU-scanned Minmus, they need a way to be able to trigger it. So, maybe this isn't such a good fix. I suppose the logical work-around is to offer some scanning contract if there is something they haven't scanned, but if they've maxed out ISRU or SCANsat, screw it just let 'em build the base there without the first basescan contract. Is that possible? I just made your life harder, sorry!
  5. Word. Raised PR. Also, much less importantly, sometimes the photog is a "she" but the contract uses "he." Raised issue #2.
  6. Hey there, I just raised a small, minor issue on github but figured I'd post it here too. For what it's worth, I managed to complete this just by switching to scanners already in orbit around Mun/Minmus, then back to the Kerbin one. ------- Line 62 of BaseScan.cfg (and hence the contract itself) says: title = Launch a new scanner into @/targetBody2 orbit When stock contracts say "Launch a new satellite" it means it must be a NEW, not-already-launched vessel. I initially thought the same was true for this contract but it's not - you can complete it with already-present craft. It should probably be tweaked - to language similar to "Have a scanner in @/targetBody2 orbit", or to actually require it being a new probe.
  7. I'll second/third that. I don't use anything that touches the planets, and was just there in 1.0.2. Thought it was a nice touch on Squad's part.
  8. I fully support this - major pain for me as well - but the start-up offering really does need to be considered. When you're considering going interplanetary for the first time, a million bucks makes a huge difference! That can move you to feasible from "oh OK I'll just make like 40 satellites"
  9. This is amazing. I'm impressed with the creativity but, heck, it's also just very well done! Being a genius.
  10. Kerbal Engineer Redux has the functionality you want... and then some.
  11. Word. In case anyone cares, game seemed to work fine without it but complained something awful = KIS.dll back in. Whined about missing a few sound files (broke, strutbuild, strutremove).
  12. Right now. This video is the great gdamn thing I've seen. Brilliant use of (gorgeous) "stations."
  13. I'm on a pretty slow machine, so every ounce of fat I can cut is a big deal for me. I'd like to use KAS/KIS to reinforce some stations and interplanetary craft with struts, but that's it. I'm curious though, once I attach the struts and link 'em up, what am I safe to remove? I think I can delete the entire KIS folder, all KAS parts except the strut, and the sounds folder, but I figure I need to keep the textures and the KAS.dll - is that a safe assessment?
  14. Me too! In the meantime, Contract Configurator and various contract packs fill some of the void; Field Research, and Kerbin Space Station speak to some of your specific requests.
  15. All I know of is the Universal Docking Ports mod by Capt. Kip but it's currently still a work-in-progress I believe.
  16. To some degree, Tree Toppler should help you get around the science issue. Start a career mode and use it to unlock the whole tree; you can add tons of cash with the cheat menu. Not ideal, but it's something.
  17. Oh boo. Reported. ETA: KS says not an issue 'cause GPL, but cybutek, you can take it down if you like.
  18. Surprised it took ya so long... Seriously though, thanks. This is much, much needed.
  19. FWIW, I've seen a lot of upset-ness about OSX, but most of the non-playable stuff I've seen around here has been on Yosemite. Do you all agree? I've seen a number of posts saying Mavericks does better with KSP than Yosemite. As an anecdote, I'm running Mavericks on an older machine that's slowly dying, and with minimal part/visual mods and minimal settings, I do okay (slow, but steady). YMMV.
  20. If you click the atmosphere button it will toggle between delta-V in space and on Kerbin. Their are sliders for altitude and speed for in-atmo checks, and you can also change the reference planet/moon to anything else you like. Easy as click-click-click!
  21. 14.1 is lightning fast, excellent work! I'm on a slow ass machine and wow I never knew SCANsat maps could load so quickly. Really kicks this mod up to 11.
  22. Just another minor bug report, the waypoint icon is massive. I've only noticed it with this pack (this is the fly-by the island mission). I completed it but I can check out the next ones (photog, land at island) without other mods if you like.
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