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Daniel Prates

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Everything posted by Daniel Prates

  1. Imagine a shooting stand for BdA full of those little guys
  2. This is genious. It goes without saying that the mod's main idea is to challenge you in longer travels. So a long trip, say a Duna round trip, could be made less stressful if you have a crew of 3 pilots instead of one, what could be more sensible? They are presumed to be rotating on the job and thus making the trip less stressful - then again, it is triple the space, triple the mass etc, increasing the technical challenge. Good one Garwel!
  3. Mamy kudos, very interesting and useful, looks good too. Amazing that after all these years people are still finding new and useful stuff to add!
  4. What always made me curious about thia mod: you pronounce it Nice like the French City (neeece) or like "cool, great... nice" (noice)?
  5. For sure not a game-breaking bad. Funny tho.
  6. Those are some spotlights huh? I placed the largest one atop a space station, at 400km altitude, and it illuminates Kerbin's surface!
  7. Yyeeeaaahhhhh if you could just go ahead and not get in the way of them creating great content for all of us, that'd be great.
  8. I might have had too much schnapps last night, I am seeing pink elephants! Or, you know... this. Will return here after a few hours to see if I am really seeing things or not.
  9. Jeeezus man.... just reading this made MY computer CTD. It wasn't even on!
  10. btw @linuxgurugamer and @JadeOfMaar I forgot to thank you whomever of you is responsible for fixing how the OPT extensible docking ports and 'docking cam kurs' relate; earlier it wasn't working since the camera would look from behind the 3d model skin, it seems to be fixed now. Whomever did it, thanks!
  11. The witchcraft idea is a very good one! I like all features.
  12. Just remembering this post from 8 years ago. Maybe doing what LGG asks above is just the way to do it justice right now.
  13. I think it is a matter of taste. Years ago I tried kerbalism for several months, so I consider I gave it a good go. But it just wasnt for me. It is a work of art though: I envy those who have chemistry with it. For my taste though, it is too much of its own thing. It has its own supplies, health and sanity, communications, probe control, radiation, and a lot of things. It is very self-contained, it tries to reinvent a lot of ksp aspects, so it precludes you from combining it with many other mods. At the same time it is also very configurable too, if you know your way around config files. My suggestion is that you try it and see if it works for you. PS: yes yes, I know it has workarounds to function with a few other mods. Like the TAC LS config, it disables its own LS in favor of TAC. I am surfing over this a few reasons: a) this frankensteinish mixing usually combines the worse of two worlds; b) if kerbalism was made to be one way, might as well use it as intended; c) there are configs for only so many other mods. So my reasoning was always, if you wanna go kerbalism, go fully, it deserves it.
  14. OH MY GOD yes this. Kerbal health plus TAC. To be honest, though I respect anyone who doesnt play with life suport and health/sanity mods, here between us... whats the point? Put a lone kerbal on a mk1 pod and send him on a seven years trip to Jool, no air no nothing. Come on. It is anybodys choice of course to go with other options, like kerbalism, or so many other LS mods out there like snacks etc. But to me KH + TAC is as good as it gets.
  15. I am not certain what you mean here; are the new SSPX parts not integrated yet? Hmm... now that you mentioned it, the new (largest) centrifuge seems indeed not to have the paragravity function. Well as for the main issue - different stats for loaded/unloaded vessels - I tested everything out and it is perfect: Thanks again @garwel!
  16. That is what the reddit discussion suggests. It being a 6yo suggestion it made me a bit weary... well, I will try and report here what happens.
  17. Hello guys! Not exactly a scansat related situation, but perhaps someone here can help me. I am in the middle of a particularly enjoyable savegame; only thing is, resources availability is horrid (my fault; setting up the new save I forgot to set abundant ore). I recall it being possible to reset the seed in the savegame, and searching the blogosphere I found this.... .... but yyeeaaaahhh... I'm not sure. Besides I would also have to change the scarcity parameters, it makes no difference if I reset the seed but in the new situarion ore concemtration and everything else remains between 0% and 5% everywhere. Anyone have any ideia I can use?
  18. Glad to know it is not just me. Of course you can always enjoy the mod's many features loading the craft and minding it 100% of the time, but it does kill sime possibilities, like manning a station and leaving them there while you concentrate elsewhere. Well, Garwel being the wizard he is, if there is a way to make the stats compute equally for loaded and unloaded vessels, he will find it.
  19. Really then, look 3 or 4 post above and check Grimas' fix for it, it is a real thing.
  20. Interesting, I haven't checked this mod in a while. Unobtanium, huh? Does it yield more $$ than processed gold? Or it is meant for something else then return for profit? Nevermind, I was thinking of uranite, another ore that is mentioned in scansat, similar name.
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