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WololoW

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Everything posted by WololoW

  1. No offense to the wonderful modders that replied and those that didn't, but I suggest you go on with your endeavor despite what was said here. I for one would heed Nathan's advice and create MM config files instead of altering others .cfg's though. As long as you do what you stated, your mod pack will be successful; and from what I know, will fall within the rules of posting mods here on the forum. The requirement of a license for each mod is exactly for reasons like this. If the license provided by the author of the mod allows for redistribution, go ahead and redistribute it! They can/would have a different license if they didn't want that. Modpacks are a good way to get the mods you enjoy more public view, and therefore more deserved attention. Ferram4 brings up a good point about support, but as long as you take support responsibility, there should* be no negative effect for the authors of the mods you include. Another idea that you could mull over would be letting the users know that if they want support from the mods author, that they must be using the version that is downloaded from the mods forum page and with none of your .cfg edits to it. All in all, I think this community talks Modpacks down too much, and not enough brave souls have taken it upon themselves to create, distribute, and provide support for one because of the remarks on this forum. Heres to hoping you keep at it and pave the way for future Modpack creators/supporters. -WololoW
  2. I can get behind that I guess. Although the last sentence in my post should be something you think about / plan for. (I am not certain that it applies here, but ADA law is setup specifically to try and make those with disabilities have equal opportunity to those without.)
  3. I don't like the decision to let this information out on a non-official medium. It was talked about a lot 2 weeks ago that squad needs to keep official announcements on the official forums or website. Having max talk about the largest secretive feature we have encountered in a long time on a non-official talk show is pretty disheartening and kinda shows me that you(Squad) don't really want to break all official news through official outlets. If I am wrong and KerbalCast is now an official outlet, I will add it to my bookmarks and follow it as much as I can. If I am right and KerbalCast is an unofficial show about Kerbal things, I am personally a bit upset that I was assured that official announcements (like what the admin building does) would be done through official avenues. (Linking to an unofficial site or webcast does not = an official announcement; Writing out a post (on these official forums) on what he said about the Admin Building on KerbalCast does = official announcement.) I apologize if this comes off rude, as that is not my intention. I am trying to convey my sadness that all official KSP info isn't collated in one location for people to read. (Also, I am uninformed on this, but is there a Closed Caption or transcript for KerbalCast? If not this is grossly disregarding the hard of hearing.) Other than that, nice devnotes~ Congratulations to the applicants that have been selected to join the QA and Experimental teams!
  4. This GregroxMun is intentionally being rude and I suggest everyone else take a leaf out of the forum rules and report him for it. He should know that this community does not harbor toxic members and that rudeness is not tollerated. Also, he is specifically disregarding any post that he can not come up with a good/rude retort for, so take what he says with a grain of salt.
  5. Do NOT misquote people, as that is literally libelous and can get you an infraction on this forum and in legal troubles in real life. Now onto the next point, this game actually creates the misconception you just said it fixes. Thanks to the current implementation of aerodynamics, it is more efficient to burn straight up to 70+km and then circularize, rather than actually performing a gravity turn like is necessary in real aerodynamic systems.
  6. I added this mod to my KSP install after seeing this thread yesterday. So far I have no complaints and feel that it is a good addition to my career mode. I am wondering the same thing. Seems very odd to me to use a link shortener when also using the insert URL onto text feature.
  7. So very true NathanKell. And very well said might I add. I concur completely.
  8. Does this alternate universe have it's on laws of physics? If so, why does any of the physics in game correlate to real world physics? If not, why can the planets in the Kerbol system defy normal celestial body physics/limitations/properties?
  9. The part I bolded is what I feel I need to touch on, the rest I can pretty much agree with. In the scientific method, an experiment must be reproducible. This means that if I come up with an experiment in Colorado, someone in Florida or Shanghai (or especially Colorado) must be able to reproduce that experiment within the limits I defined and their results must be within the expected (or exact in some cases) value I said they would be. Otherwise my experiment is considered not to have as much validity/credibility(if it receives any at all). Because of that fact, I find it makes complete sense to have to test the exact same experiment in the same(or similar) location multiple times. This also helps one realize that the contract that can be completed by transmitting science that has no in-game science points value is still a very valid contract and is actually very scientifically sound. Just my 2cents on the matter.
  10. QFT Also, I must reiterate and build upon one very important part of his post that should not be overlooked by the devs; stop creating new game modes - wrap them up into one that has toggle-able options upon creation so that everyone gets the experience they wish, and not the experience that they are pigeonholed into. (Note that is a paraphrase with added opinion of my own, not to be misconstrued into me saying that regex said what I suggested above.)
  11. It is in the Texture Replacer thread under the red bolded section titled Texture Packs. I use a combo of most of them listed there, check out the section "Textures" in the mod-list link in my signature.
  12. Thinking back, not really sure why I added that last line lol. Rest assured that I realized your intentions and I completely agree with and back them up! You are quite the modder and I will lend you my hand and mind when and where I can.(on that note, I am working on my YouTube ksp-modding series and plan on making a video for each of your mods/ships.)
  13. Simple answer, nothing. More complex answer, if it ends up being bundled with Karbonite I will have the option to use it either way, and if it integrates with SCANsat to overlay the SCANsat map onto the planet, I'd prefer that when not running IVA missions. Doing my best to help!
  14. I can agree that it shouldn't have a hard dependency with SCANsat, but to answer your previous question about what benefit SCANsat has over this currently is that it is: 1. More realistic (you have to scan instead of being given the information for nothing) 2. Usable in IVA 3ish. Gives you another vessel to launch in order to complete the scanning, making it require more I game time. I listed this as 3ish because that will be a benefit to some and a pitfall to others.
  15. I am quite sure* that a SSTO with enough extra fuel will be able to SSTLaythe. *Have never actually attempted it, but the logic is sound.
  16. Just to clarify, nothing within the VV plugin or configs was changed, right? (I understand the new 2.2.1 MM was put in:))
  17. Are you saying that the only probe core that the 6 kerbal crew could command is the "probeStackLarge" because it has "IsRTCommandStation = true" on it? or am I reading that incorrectly? EDIT* I realized after re-reading that you may mean the vessel that has the 6 kerbals on it requires a 2.5m probe core attached, is that what you meant? (Never attempted this yet as I have been perfecting my Kerbin system management of RT2. Thanks in advance!
  18. I dont understand why one would need automation in order to do that... I can easily use the method I described without having a program do it for me... Hence my being able to write it out and not being a computer/program myself. Edit* That being said, I feel that the AAA section I described is useless unless you have internal testing.
  19. All of the mods from my list are for use within Career mode, and to use them in Sandbox you would simply take out the mods that do not apply (Debrefund, MCE2, FinePrint, etc.) TAC-LS does seem to be the standard LS mod currently. There are several resources you must manage with it(more than IonCross) and as mentioned above, it is the LS mod that MKS/OKS was designed to use. TAC-LS has Oxygen(& Co2), Food(& Waste), Water(& Waste Water) resources(& Byproduct Resources) that it introduces, and also makes use of Electricity. TAC-LS has configurable resource depletion rates, but at its stock rates, can be more difficult(for me, = more fun) to manage than the other life support mods. EDIT* I use 32bit KSP, ATM, and -force-opengl to get my RAM usage as low as possible (Note, -force-opengl should only be used if you know what you are doing, know what it is doing, and are okay with anything that comes from using it.) - Without those 3, my game was unplayable with the amount of mods listed in my signature.
  20. First suggestion would be to take BTSM with a grain of salt. I say this because on its thread, the creator says that it was not really meant to be used with other mods, and is not balanced to do so. My next suggestion would be to click the mod-list link in my signature. All of the mods there have been tested in .24.2 and seem* to work nicely together. They will give you a lot to work with and a lot to explore. *They have worked for me for many very long sessions without crashes.
  21. I understand you don't want theory, but I know squads method and figured I would share that. X.YY.ZZ.AAA X- Reserved for scope completion build. (once KSP reaches scope completion, it will be 1.YY.ZZ.AAA) YY- Current pre-scope-completion released build. (Currently X.24.ZZ.AAA) ZZ- Reserved for hot fixes to released build from previous part. (Currently X.YY.2.AAA) AAA- Used every time a new build is created(but not necessarily pushed to public) (Currently X.YY.ZZ.459[?]) Hope that helps!
  22. Just FYI, the attachrules isn't there for every part in this config, and going off of memory, the values present for pos and dir are different on some. I would suggest still testing it with that and seeing if anything is amiss.
  23. I personally would be careful and only do that with parts of equivalent size and shape. Parts of that decide where and how the part attaches to things, and another section decides where on your Kerbal it will be when carrying. If the part you are tying to add is much larger or smaller, the nodes will be off and it will look odd when on your back/attaching/attached.
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