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Everything posted by dryer_lint

  1. I think "hibernation" would definitely be a good choice. Or, to make LS even more optional, the crew could just slow down their production of science and other resources. Say, you have a science lab producing 1 science per day, and a resource converter (run by engineers) producing 10 fuel per day. When the colony runs out of "snacks", you slow down to 0.25 science and 2.5 fuel per day. So it's not a huge impact, it's nothing irreversible, but it's sufficient to make you want to supply the colony, if you care enough about it. And if you reduce it down to just "snacks" (instead of air, water, food, trash, etc) then it simplifies the experience - not sure if that's a good or bad thing, though. Having Kerbals straight-up die from lack of resources would be a bit too dark for this game IMO... normally they only die in fiery cartoon explosions, not starvation. But I guess it would be fine if you could enable it in the difficulty settings or something.
  2. Other suggestions: - Science lab - Communications array - Resource storage (Potentially for refueling) Your list sounds pretty good, though.
  3. This is a pretty minor suggestion, but I've thought for a while that it should be in the game. KSP's current loading scenes are pretty boring, just a black screen with some barely-noticeable twirling planets. How about something like this instead? As you enter the launch pad, you get an image of the crew bus driving down the crawlerway towards your rocket. IMO it creates a more "epic" feeling, similar to the feeling from a launch countdown. The images would be unique for each loading scenario or KSC building. Here's the VAB: These are just concepts, of course. SQUAD would probably do better than my weird, five-minute GIMP creations. Other buildings would have similar pictures accompanying them: - The Runway has a plane taxing by the tower - The Astronaut Complex has a press room or training facility or something - The Tracking Station has a satellite dish pointing to the sky - The SPH has some fuel trucks and things driving down a hallway - The R&D has a guy wheeling some experiments down a hallway The images are supposed to represent someone entering the facility, hence the hallways. What do you guys think? (Note: Both of the images I used were ripped from the KSP 1.0 trailer)
  4. Wow! Thank you I remember this story being really cool and in-depth, glad to see that the links haven't been lost!
  5. Not having a big enough construction building? That's not a bug, that's just realism
  6. This is a pretty cool mod. I love how "comfy" the parts look, it really makes surface bases look better. Just one question though: how do you get the parts into space? Obviously, their shape is pretty unusual so you can't just stack them on top of a rocket. Is the only solution to use the bi/tri-coupler? Also, the IVAs look pretty low res and blurry. Is this intentional? Other than that, it's really well designed and I love the concept
  7. My graphics card doesn't seem to have an option to force-disable it :/ It only has 2x, 4x, 8x, and "allow application to choose"
  8. Didn't work unfortunately :/ I enabled 4x filtering from the card's graphics options and it's still the same. I have an integrated card but the rest of the computer is pretty decent.
  9. Hello! I'm having an issue with scatterer where there are big pixelated circles in the sky. It mostly happens during nighttime, but is also visible in the day. The sky and ocean look fantastic in the daytime, but these circles are really messing it up, obviously Any idea as to what's going on?
  10. So recently I've noticed that when I zoom IN during IVA, then exit IVA, it applies those FOV settings to the external view, making my game look all weird and isometric. Similarly, when I zoom OUT during IVA, then exit IVA, the external view looks as if my craft is a black hole, bending all the light around it You have to use alt + scroll wheel to change the FOV back again. Obviously, this is getting pretty annoying to work with. Could we make the two settings independent of each other, so that when you exit IVA, the FOV is reset to whatever it was before?
  11. Definitely agree. My screen is rather cramped when the KER window is open, and the part dialogs keep opening behind it. I know it's not SQUAD's job to fix mod issues, but like Foxster said, it also affects experiment dialogs.
  12. That fixed it. Despite a bit of lag in IVA, RPM is working great, thanks for the help!
  13. Yeah, Vanamonde managed to merge the accounts and bring over all my old rep points and stuff. So everything is good then EDIT: Just realized it was actually sal_vager who did the merge, so thanks to him! Thanks to both of them actually!
  14. Hey guys, does anyone know if we can access the story somewhere else? All the links are broken due to forum upgrade I remember this story being really long and in-depth, would be a shame if it was lost
  15. Hey guys, I've been trying to install RPM, but it doesn't seem to be working at all. I mean, the capsules are unmodified, and there is no indication that the mod was ever installed. I installed manually, so that the JSI folder has 4 subfolders. I looked through the debug log and found a few lines that looked interesting: [Log]: RPMVesselComputer: Initializing RPM version [Warning]: [Part]: PartModule TransferDialogSpawner at mk2LanderCabin, index 6: index exceeds module count as defined in cfg. Looking for TransferDialogSpawner in other indices... [Warning]: ...no TransferDialogSpawner module found on part definition. Skipping... This is on KSP version 1.1 Here is the full log, very long: Thank you guys!
  16. It's been a long time since I used the KSP forums! Always remembered this as one of the friendliest communities on the Internet, so I'm glad to be back
  17. Keep in mind the Hitchhiker takes up less space than 2 Crew Cabins, though
  18. I think one of the biggest things the game needs is more stuff to do in space. Half the challenge is building a big-enough launcher to get your vessel up there, but then it's just flying around. Resource mining was a big improvement, but I'd love to see more surface exploration. Perhaps procedurally-generated terrain scatter that gives extra science?
  19. It's kind of sad when "just buy the game" is considered a traditional model
  20. [h=3]That item does not exist. It may have been removed by the author.[/h]
  21. Woop woop woop There really does seem to be a trend towards realistic, near-future science fiction... we had Gravity, Interstellar, and now The Martian. I hope it continues
  22. Haha, that's awesome. I didn't spend enough time in the intro to get to the recognizable part... but now I'm only listening to this sweet music
  23. I think this is a great idea. We could even use it to make countdowns for launches, which is a feature I've always personally wanted...
  24. Yeah, FOX removed their own advertisement. Don't look for logic. Just accept it.
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