AlexTheNotSoGreat

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Everything posted by AlexTheNotSoGreat

  1. AlexTheNotSoGreat

    KSP Weekly: Lunar Water

    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. AlexTheNotSoGreat

    [1.6] BARIS - Building A Rocket Isn't Simple

    Any plans for putting this on CKAN?
  3. AlexTheNotSoGreat

    [1.4.2] After Kerbin Planet Mod - 4 Billion years from now

    I'm just curious what has happened to Jool...
  4. Alright, it works! thanks man.
  5. 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
  6. AlexTheNotSoGreat

    [1.6.X] Mk2 Expansion v1.8.3.5 [update 1/212019]

    Oh, had no idea you could do that. Thanks!
  7. AlexTheNotSoGreat

    [1.6.X] Mk2 Expansion v1.8.3.5 [update 1/212019]

    Have you considered getting RealPlume patches for these engines?
  8. AlexTheNotSoGreat

    [1.22, 1.3] Cavran Planet Pack

    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
  9. AlexTheNotSoGreat

    [1.6.x] Near Future Technologies (1.6.x fixes Jan 21)

    Have you considered RealPlume-Stock support for your mods?
  10. AlexTheNotSoGreat

    [1.6.X] Mk2 Expansion v1.8.3.5 [update 1/212019]

    Have you considered RealPlume-Stock patches for the engines?
  11. Is there a 1.2.2 compatible version of this?
  12. AlexTheNotSoGreat

    KSP Acquired by Take-Two Interactive

    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.
  13. AlexTheNotSoGreat

    KSP Making History

    Hopefully this DLC becomes public within the next month, I'd like something to go with ONI for my birthday!
  14. AlexTheNotSoGreat

    [1.3.0] Kerbalism v1.2.9

    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
  15. AlexTheNotSoGreat

    [WIP] [1.1.3] Realistic Kerbol System

    Any updates on this mod?
  16. I'm sure we've all considered at some point that the way science works in KSP can be a bit... dull In the game, you can send a probe to a planet in orbit or on the ground, use your instruments once, and your done, aside from occasional contracts. This idea is meant to allow more long term and in depth science experiments, both from already existing parts, and perhaps adding a few new ones. The idea is that you could do short or long term reading in a planet's orbit or surface. Let's say, we want a map on the variances on Duna's gravity, or the surface temperature at a location around Laythe. You could set up a probe to do measurements of either the whole planet from orbit, or from an area on the surface. You could then send back science depending on what area you measured and what you wanted to measure. Back to the examples, you could, for instance, place a satellite to measure gravity around the equatorial regions of Duna for n days, and send it back for x science for mapping y amount of Duna's gravity (and the science value would vary depending on it). You would also get an actual map (pre-made in the game, of course) of the gravity fluctuations when done. Same for Laythe, send a probe to land on it and measure temperature fluctuations for a decent time time, then get science based on the data gained. Yes, there are contracts that do this, but this wouldn't be to, again, avoid just clicking and using an experiment once, to be more in depth, and to make science more interesting. And of course, these are only a couple examples to explain the concept. On top of that, some new parts, like advanced magnetosphere instruments, cameras and alike could be added for similar purposes. Putting it simply, this could make science in KSP much more in depth for some many players, and has been talked about for as long as science gathering has been a thing in the game. I hope this is put into some consideration. -Alex
  17. AlexTheNotSoGreat

    Long-Term Experiments/Science overhaul

    For more instruments, this is what I was considering
  18. AlexTheNotSoGreat

    KTT - Kergarins Techtree

    1.2 is out. GET IT UPDATED!!!!!!!!!!!!!!!!!!!!!!! Joking of course, I'm not that impatient, but hopefully you update it soonTM
  19. AlexTheNotSoGreat

    Kerbal Space Program 1.2: Loud & Clear release date and more!

    Aren't we all!
  20. AlexTheNotSoGreat

    1.3 - What will it have?

    Hmmm... Science Revamp?
  21. AlexTheNotSoGreat

    Long-Term Experiments/Science overhaul

    *Buffer post*
  22. AlexTheNotSoGreat

    Asteroid gravity

    All asteroids are considered parts to KSP, so adding gravity to asteroids in stock is impossible. However, procedural asteroid "planets" might be possible.
  23. AlexTheNotSoGreat

    Long-Term Experiments/Science overhaul

    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.
  24. AlexTheNotSoGreat

    Long-Term Experiments/Science overhaul

    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.