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CosmicSquirrel

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  1. This ! I kinda love the science modules and their role in career but my OCD will never forgive how you will never max out most of the experiments even if you spam it 4-5 experiments per trip. (The bars and rounded numbers does say maxed but it really isn't) And I guess everyone also feels that it gets repetitive after 2 hours of new play through. Honestly I never once complete the tech tree since it was put in the game. I have no motivation and patience to leave Kerbin SOI just to get more parts just to go further faster just to get more parts, rinse and repeat. And also the reason for constructing a station. I kinda like the concept of Station Science but it's too much for me, the art style is a bit too far from vanilla too. I'm currently on a way of getting my station to Mun orbit and farm there. I'm not sure what will happen to my motivation once I get ISRU tech and ability to stay on Mun forever. Not sure about that side but some vanilla contracts show up for me after first few (modded) contracts. I'm gonna update this comment as I progress through it. The second contract seems hard for some people... slap in some fins. Can't perfectly nail the landing on first plane contract with FAR. Built one ugly plane, get altitude record, struggle with steering it back to KSC. Landed on the shore, can't slow it down fast enough, jumped at the runway, contract complete. >> I suggest using condition update when leaving runway (Force to recover vessel while it is on runway only) For Supersonic flight test as well as High altitude flight test... I could easily do it with rocket and powered landing. One take, while I spent hours modifying jets and land it safely couple of times. >> There are ways to sneak through these condition. And with stock frantic SAS, flying a jet is a real pain. Maybe I will have to do something with this soon. Reentry test can be finished by doing experiments anywhere instead of during reentry Your thoughts for the following things? - I don't think I want to farm vanilla contracts just to upgrade facilities. - The progression is super fast compare to vanilla career. A more spreaded-out tech tree with less reward parts per contract will probably do the job but that will be a lot of work I presume.
  2. I didn't notice there is a superb workaround for this mod already. Work fine for me. I don't really mind the culling though, looks like all stock lights in 1.0.2 act the same way. Appreciate your great work and also the dll : )
  3. Oh jeez, my bad. I though I need to put something on my vessel to enable TCA. I don't mind the tech tree though.
  4. Somehow I missed the 0.24 feelings of this mod where you can just use it right away without any part or tech node. I'm not sure I was looking in a right place for config file. I don't think they exist in the first place. If this is not too much to ask, How can I tweak it so it doesn't require any part or tech?
  5. So you mean it "probably" no longer require Vanguard after the update? I'll wait for that : ) I prefer this than slapping tiny radial lights on my craft.
  6. Had a chance to look at Saints Row 4 and Portal 2 soundtrack files, the game execute this dynamic music thing pretty well. They have the soundtrack chopped into parts with intro part and outtro part and all other parts in-between. Once the loop starts it play intro, the randomly pick the in-between, play that until next event is trigger, wait for the part to end then play outtro. So the music won't really feel like just a loop and there will be no rough chopping between tracks.
  7. Which one will be better memory wise? mp3 or ogg? I have no trouble with converting or compressing though. And can I state more than one playWhen per playlist? I tried putting Loading and LoadingBuffer (this one seems to work just like Loading) after specificied scene. It would start the song in the playlist during the short black load screen prior to moving to selected scene. playlist { name = Construction loop = true shuffle = true preloadTime = 5 tracks { track = 317 robot waiting room 1 track = 318 robot waiting room 2 track = 319 robot waiting room 3 track = 320 robot waiting room 4 track = 321 robot waiting room 5 track = 322 robot waiting room 6 } playWhen { scene = VAB | SPH | Loading } } In this case the music starts at load screen before entering VAB or SPH. Still don't know what PSystem does though. It seems that by using something like scene = MainMenu | Settings | Loading | SpaceCentre will keep the music going untill you go to the scene other than above (which is really nice.) Should work with other properties like Situation as well. With current SpaceCentre value, it also target Astronaut Complex, Mission Control, R&D, Administration Building since these scenes are not really different scene. They only lying over KSC scene and handle music differently. The vanilla Administration Building music (only this one) plays overlapping custom music while using code above. UPDATE while playWhen { scene = Flight bodyName = Kerbin inAtmosphere = true minVelocitySurface = 800 maxAltitude = 70000 } works, adding situation property somehow broke it... will try that in different condition. Right now the code above work just fine... I got pumping music for deadly reentry now. Oh man... just thinking about a property to count parts-count or vehicle dimension... playing an epic music when prepare bat poop insane scale vehicle for launch. UPDATE AGAIN (how do I spoiler tag?) playlist { name = KerbinReentryHigh loop = true shuffle = true preloadTime = 5 tracks { track = 113 15 acres of broken glass track = 121 comedy tragedy time track = 208 bring your daughter to work day track = 303 frankenturrets } playWhen { scene = Flight | Loading | LoadingBuffer bodyName = Kerbin inAtmosphere = true minVelocitySurface = 800 minAltitude = 40000 maxAltitude = 50000 } } playlist { name = KerbinReentryLow loop = true shuffle = true preloadTime = 5 tracks { track = 104 the courtesy call track = 112 the friendly faith plate track = 204 an accent beyond track = 210 dont do it track = 301 reconstructing more science track = 302 wheatley science track = 307 the part where he kills you track = 308 omg what has he done track = 316 some assembly required } playWhen { scene = Flight | Loading | LoadingBuffer bodyName = Kerbin inAtmosphere = true minVelocitySurface = 800 minAltitude = 15000 maxAltitude = 40000 } } playlist { name = SpacePeaceful loop = true shuffle = true preloadTime = 5 tracks { track = 120 i made it all up track = 305 excursion funnel track = 315 space phase } playWhen { scene = Flight | Loading | LoadingBuffer bodyName = Kerbin | Minmus inAtmosphere = false minAltitude = 50000 maxAltitude = 2000000 } } It supposed to play KerbinReentryHigh then follow with KerbinReentryLow. However the condition is different than reaching space or get into atmosphere, like there is nothing to trigger it even the conditions are met. It will only start playing when I change camera mode or view map. It won't stop until I do the same thing as well. Will check if cameraMode = any can do anything about this. I guess the reason is mod does not check for condition change all the time when in atmospheric flight.
  8. This is so awesome I sign up just to follow this mod. Can you please clarify these options in cfg file a bit? - loop (loop playlist?) - shuffle (also randomly pick the first song) - preloadTime (fade in?) - scene : Loading - scene : LoadingBuffer - scene : PSystem - bodyName - situation : PRELAUNCH Science? Comedy? Imminent death of test subjects? you all know there is that one "Science Enrichment Center" who do the exact same thing... they also say they have cake so delicious and moist. I'm so tired of these stock music. This gonna be fun... playlist { name = Kerbin Reentry loop = true shuffle = true preloadTime = 5 tracks { track = 101 science is fun track = 102 concentration enhancing menu initialiser track = 104 the courtesy call track = 111 you know her track = 112 the friendly faith plate track = 115 i saw a deer today track = 117 im different track = 201 you will be perfect track = 204 an accent beyond } playWhen { bodyName = Kerbin inAtmosphere = true minVelocitySurface = 800 maxAltitude = 60000 } } will try to test this mod in various situation as I can
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