AlexTheNotSoGreat

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Everything posted by AlexTheNotSoGreat

  1. My only issue with the new capsule is that it might be too much like its real-world counterpart for the stock game (and is the only issue I have with the MK1-3 pod). Other than that, which is just a minor pet-peeve anyway, I'm really looking forward to new part designs!
  2. I'm just curious what has happened to Jool...
  3. The sunflare's not working properly in 1.3.1, its the thing where both the stock and scatterer sunflares are overlapping. I assume this'll be fixed soon
  4. Have you considered getting RealPlume patches for these engines?
  5. I'm curious if there could be a toggleable config file that could make this into a GP2 instead of replacing Duna, that would be nice. So far, this is actually looking real nice
  6. Have you considered RealPlume-Stock patches for the engines?
  7. The worst I can imagine with the "DLC v. Modding competition" is a situation like that of Cities: Skylines. And with them, there was a healthy mix of good DLCs (After Dark, Natural disasters, mass transit), traces of their content entering the main game, and a noteworthy modding community (Maps/building assets comparable to planet/part mods). With KSP, I imagine big mods (on the scale of USI Kolonization, To Boldly Go, or KSP Interstellar) being able to become DLC. However, with more time and skill available to T2 than the mod devs (not to insult Roverdude or anyone), plus access to the full KSP code, any DLC could easily provide much more than even those mods mentioned, including proper integration of certain plugins and continued support (no need to update ModuleManager or Kpernicus with every update, or worry about the mod being discontinued). The community would still have the ability to produce mods such as individual planet/part/visual packs, but the big ones could be done as the new DLCs that add perhaps much more than any one modder could accomplish. If anything, don't try and panic about potential C&D letters to a modding community much bigger than even GTA, or a modding system already hardened into the game code getting removed.
  8. Hopefully this DLC becomes public within the next month, I'd like something to go with ONI for my birthday!
  9. If you have the time, could you make a standalone mod that adjusts science values to what you've done? That is, all experiments are either full transmission value or none at all. I would like that
  10. 1.2 is out. GET IT UPDATED!!!!!!!!!!!!!!!!!!!!!!! Joking of course, I'm not that impatient, but hopefully you update it soonTM
  11. All asteroids are considered parts to KSP, so adding gravity to asteroids in stock is impossible. However, procedural asteroid "planets" might be possible.
  12. That would be nice if when life support is implemented. This all sounds great. I did have the MPL's way of science in mind with this, but with general experiments at lesser degrees. So a crew report could give small amounts of science per day, but for, say, a year, and you get decent science (0.05sci/day LKO = ~21.3sci/year). And the concept of experiments working to answer a large question is brilliant! Geological activity on Mun with seismic/gravity scans, weather patterns on Duna with a few separate landers in different areas with barometers sensing for periods of time, and so on. I feel like this is already done in a way with the EC to transmit the info, but still a nice detail piece.
  13. People most likely said the same thing with 1.2 and communications networks, making the game too hard. Like the system made in 1.2, this revamped science system wouldn't be hyper-realistic, with analyzing and properly making in-depth observations, but would still display at least some form of realism. The whole reason for my concept is to eradicate the very simple "click and send" science system in KSP currently, and make something at least a little bit more "enriched," if you will. You seem to get the idea I'm wanting. A more diverse and dynamic science system is what I'm meaning, yet still able to "Keep It Simple Stupid." Same here. You get a better feeling out of when you get your science with mapping and long term scanning.
  14. You can dig in the save files themselves and there should be an option to toggle the DSN for your saves, don't know where exactly though.