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Posts posted by Invader Myk
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11 minutes ago, ShotgunNinja said:
In next version I'm going to provide a sort of 'framework' that people can use to write customize everything.
I'm sold. I'll be starting a new Career mode game with your next update.
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I've been using this for a week now in both sand box and early career modes, and here are my thoughts and observations.
Space weather is amazing. I was in the signal corps, so this was an important part of my life for years. I'm glad to see it implemented.
I'm glad you're working on RemoteTech compatibility, It adds features that your mod doesn't and vice-a-versa. I want them all.
IMO the happiness-sanity mechanics are something that should be stock in any space exploration simulation.
I am a bit concerned about the food and oxygen. It appears that there are no waste resources. This makes for difficult fuel planning as I'm not sure what the mass of a craft will be during the maneuver node. It also creates an exploit due to the Oberth effect. Additionally this makes greenhouses effective white-holes spewing matter (and therefore mass) into the craft until the tanks are full, and Kerbal digestive tracts become black-holes. Both of which grate at my aesthetics. But I might have looked over the waste resource, in which case please ignore this point.
It seems this mod makes Scientist Kerbals obsolete by making all science transmission worth 100% of the potential science. I don't like that to the point that I won't use the mod in a long term game. Even if you adjusted the science values so that you needed a fully experienced Scientist to get full value on transmitted (and even recovered) data I would be happy. An option to turn off that part of the mod is also acceptable.
My two cents on any part failure mod. Make the failure rates reduced (preferably significantly) when an Engineer is aboard with the failure rate being inversely related to how experienced he is.
Finally, I still think greenhouses should work as scrubbers. Very low volume-output efficiency scrubbers, but scrubbers none the less. The work I've found suggests that (very roughly) 80 cubic meters of fast growing crops provides enough oxygen for one adult human.
I'm impressed with how active you have been on this mod in the week since I found it. Keep up the good work. Iom really excited about the potential this mod has.
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Looks interesting.
I may use this to replace AmpYear, RemoteTech, and TAC-LS.
I would like a water resource though.
Do greenhouses act as scrubbers?
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I'm not sure if you deal with CKAN issues related to this mod, but here's one.
:edit
As soon as I posted this I thought "Wait a minute, did I install Raven45's CactEye using CKAN?" Which I did. So I uninstalled that and sure enough the error with this version disappeared.
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I seriously doubt you want to dig through my mod list..... I'm up over 50 mods at this point so some issues are bound to pop up from time to time. But if you are interested. My mod list is up on my thread linked in my signature.
With just a casual glance it looks like you're using a lot of mods that I'm not, and not using many that I am. That will help immensely on narrowing down the culprits. Hopefully I can get a minimum mod list to reproduce he bug over the weekend.
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That happens to me every time I launch. Just scroll out your view to orbit then zoom back in. It's not an actual fix but it does fix the problem.
That does the trick for me too.
Want to PM me your mod list so we can narrow the problem down?
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Hm seems like you don't get the contract completed unless you bring home the experiment in a KEES container?
I had it in a kerbal's KIS inventory and though i got the science for retrieving the experiment, the contract was uncompleted
in orbit recover the PEC and experiment tray into a KIS container
then land
then mount the PEC followed by the experiment
just be sure the ship has come to a complete stop and you mount the PEC where the wieght change won't cause the ship to roll
a slow roll caused the PEC to explode on me
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The sky of Kerbin is black with white clouds and lightning until I get to the upper atmosphere.
Has any one else had this problem? If so, were you able to fix it?
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I've been playing with KIDS for too long. The first 1.0 vanilla rocket I made was intended to be a LKO mission and had enough DV to intercept Duna.
From one flight, it looks like I am going to say goodbye to most of my game play mods. TAC-LS and USI mods being a notable exception. I'm keeping all my retexture mods though. There's just something about atmospheric planets that don't have clouds that makes me ragequit.
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I don't know whats worse, the hype building suspense, or the reminder that I only have 1 Mbps to download 1.0
Don't worry. So many people will be downloading it that Steam's servers will only be able to provide ~56k to each of us.
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Admins are removing nonessential functions so the hype may flow.
minutes before the release this thread will be the only part of the servers still online
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1 hour left of siesta
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Temps rising.
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Squad should lock this thread when 1.0 is released
that will inform the greatest number of their customers simultaneously
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Sorry for being a computer amatuer;
What does F5 do that makes it special?
Thanks!
refreshes the page
try it out
it will change the way you live
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the 502 errors are a sign
Squad is trying to tell us that 1.0 won't be released until this thread hits page 502
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Mexico time is now nearing 10am!
no, that's siesta time
if we don't get a release before 10AM we won't get it till after 1PM
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Is this thread even about KSP anymore? It seems to be about creating as many garbage posts as possible as quickly as possible.
Which I'm totally okay with.
Choo choo!
This thread is about creating as many garbage posts as possible for the greater glory of 1.0
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Have we beaten the hype record yet?
by 25 pages
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for your viewing pleasure
post #3000
Page 300! maybe. -
first record broken
now for page 298
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Why are we not even slowing down the forums!?!?
Squad isn't really migrating servers, they have just shut down the rest of the site to dedicate all their server power to this thread.
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Anyone thinking 9am squad time?It is 9AM Squad time.it's 9am squad time now
Let them finish their morning coffee. 9:15AM is my guess for release time
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that is amazing
and I noticed another 1.0 addition
on the launch from Duna the rockets blasted dust away
[1.3.0] Kerbalism v1.2.9
in KSP1 Mod Releases
Posted
the CKAN meta data still calls a CRP incompatibility and won't allow installation through CKAN.