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About greenTurtle1134

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    Sr. Spacecraft Engineer

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  1. This is the current modpack. Does anyone feel it's a bit bloated? I tested it and it runs MUCH better with BDB stripped out, but I don't want to make that decision unanimously. It was one of two runner-ups in the mod poll, though, and the other was MK4 Spaceplane which hasn't been updated to 1.7 yet.
  2. I'll look into it That does sound like an interesting aspect... hm Craft that are in Kerbin's SOI will probably just burn for home under my rules. (Every new space program would have to deal with a dozen things re-entering just as it starts, though). Craft on interplanetary missions... eh. My main problem is that it doesn't really jibe with the "no communication" case we've established. Oh yeah, that's a great idea. This solves all the things. The goal is to locate and power up a relay from an older network so you can talk things over with the prior Cycle's Kerbals. We'll probably go with this.
  3. With the stipulation that you have to REACH them first, definitely. Well, as @ruiluth said, that would turn into having to run everyone else's missions for them. Basic stuff will probably be fine, especially if the original launcher is alive and on the forum. kOS is, to my great surprise (and considerable annoyance) not yet updated for 1.7. Even if it was, I don't want to complicate things FURTHER by copying over the scripts folder each time.
  4. I haven't had time to work out the details of this yet. Hopefully I will. Thanks for your suggestions. I agree that complicating things really is a bad idea, and your suggestions both make a lot of sense and don't really diverge far from my system. My reasons for not doing this include: The "call home and ask for a rescue" aspect doesn't quite jibe with the "turn all antennas off" aspect, because what are they calling home with? @Geschosskopf mentioned that the original Forgotten space program had communication protocols between different cycles be different enough that no calls could be placed at all (honestly I'd forgotten (hah!) that aspect). I feel like keeping antennas on would rapidly change the game to "move the probes around using the last guy's antenna network" (could probably be mitigated by tracking station upgrades, but still an issue). On a related note, what if someone sends a mission beyond comms range? It seems unreasonable that they'd get a one-shot "boost" of comm power to get a rescue request through These could be explained by radar or something, but the feel I was trying to capture was one of exploring the relics of the past, finding out what's up there. Getting to play as all the other programs instantly is... not what I had in mind. (Admittedly, this aspect is already in the dumpster because people can just read the Forum thread) Summary: I have some issues with giving each new player control over all the old ships. How about a compromise, though? After their turn is over, each player gets a short amount of time for their ships to "react" to the news. Go through all your ships, describe what the Kerbals see and think if you want to, and make any burns to get them home if possible. The ships will be marked as "unknown" but controllable (I think I can do that) so that new players can easily filter them out but can control them for emergencies, like if they're about to hit a maneuver node or the atmosphere. This is JUST FOR EMERGENCIES though - the understanding is still that you don't get to play as everyone else's Kerbals. The issue with some player launching a long mission, and then everyone else having to play on their behalf, is still there, but that's relatively far off, and by then the Kerbals will have figured out the Crash cycle so it makes sense to do it in a more community fashion. What do people think about this?
  5. I haven't been working on it much due to other things happening (including school) but it'll show up eventually. That would help. (sounds of scrambling to find licenses)
  6. Did he just plug my thing? I think he just plugged my thing. ---- Alright, just to provide some more details: This game is set in a version of the Kerbol system where the planet Kerbin periodically resets to the state it was at Year 0. However, everything else remains. Each player will play one iteration of Kerbin, building up their space program from scratch like they would any other game - but who knows what ruins of previous iterations you might find? Debris, ships, even whole space stations could be up there. Sound interesting? Click this link to see the thread! ---- And just to make it moderately relevant: Succession games have always been a way to "force" multiplayer into a single-player game. Asynchronous multiplayer might be a nice thought, but people are going to want interaction. That's really where the problems come in: what happens when two players meet?
  7. Hey, with the state of kerbalkind in your universe, the spore thing does lead to constant population growth. I mean, Kerbals have got to be killing themselves in creative ways, right? And if not, the Circus can just shoot some dissidents.I really want to mod in the spores thing for some reason now. Perhaps just have a "self-sufficiency" flag for a colony. Once you have more greenhouses than kerbals, for example, it flags the entire base as green and you don't have to worry about LS anymore. But for the initial phase, you might still have to truck resources around and juggle converters, maybe ship in resources for shortages, at least until all the hardware's working. That way, it's a simple series of steps. Initial missions with pre-planned resources and no margin for failure, a brief in-situ colonization period which has to be micromanaged while it's still a frontier, and finally you've set up shop and you can forget about it. One major effect of LS is that if something goes wrong, there's a time component; you can't just leave Kerbals sitting forever anymore. That might not be your preference, though. I hope they have an option to turn it off.
  8. Ah. Shoot. There's a bunch no, actually we only need... a few. I've stuck to only about a dozen authors. What's the normal procedure for this sort of thing? How are you supposed to share a modpack?
  9. Further news: USI life support just got released for 1.7 excellent timing! We are absolutely using that. An additional person voted in the poll so we are now tied on whether Science! from previous saves should be worth full or half value. I'm not even sure if I can make science worth half value by editing the persistence, so we'll figure this out later. Everything else stays the same. Right now, this is the modpack (links in spoiler): NF Aero has been removed because it's only rated for 1.6. NF Launch Vehicles will be left in because it's actually an analogue of the SpaceX launchers and has 5 m/7.5 m parts. Might be tweaked later. I'm still working on testing and integrating these mods, I'll post a unified install .zip when that's done.
  10. Some more responses have come in, and the verdicts are: By a margin of literally one vote, Science from previous Cycles will be valid and recoverable for full value. By another one vote, Vessels on Kerbin during a Crash will be destroyed. 71% agreement that all Kerbals on Kerbin disappear in a Crash USI Life Support is still in #1 place, but only by one vote And finally, Dres pulls ahead for the something secret. That's it for polls. Now on to modpack assembly, and writing the program.
  11. It would appear that the Only Wave was better at cybersecurity than you thought.
  12. People have different opinions on this, so... individual decision. Use the partless version if you want it. (I think that should work, right?)
  13. Oh, I see. So the Scientists would be the ones making Thompberry puree, the Boffins would be busy working out how to steal his gravioli drive. And in general, the Boffins are more practically minded whereas the Scientists do science for science's sake. That's a nice piece of worldbuilding, have a rep.
  14. His brain is in a neutronium can. And forget dissecting Thompberry, the Boffins would try to dissect a Kraken. And fail miserably. Still raises the question of how she got from Traveling Circus's Sarnus to Emiko Station's Sarnus. Maybe she went through the monolith by accident. --- Speaking of which, what exactly is the difference between a Boffin and a Scientist?
  15. Maybe not Near Future Spacecraft and Near Future Lifters, because we're going to have a bunch of lifters and spaceship parts anyway. But the rest go in. And NF Spacecraft might give us one more aesthetic to set apart different cycles