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Daniel Prates

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Posts posted by Daniel Prates

  1. On 3/21/2023 at 5:40 PM, GrimT said:

    It appears this mod throws an error when loading in for the most recent version of the game.  It appears the last github upload was from 2015... anywhere I can get a more recent copy manually? I dont use ckan.

     

    Edit:  nevermind... looks like theres a more recent version on spacedock

    Oh so one should avoid ckan and the like? I recently reinstalled everything and dangit felt off.

  2. On 3/4/2023 at 10:48 AM, LeviOz said:

    So for some reason this mod breaks Tweakscale. When starting the game with both this mod and Tweakscale, an error message from Tweakscale says it's missing a certain DLL file. However, when deleting the "B9_Aerospace_ProceduralWings" folder from GameData, it starts up without any problems. Anyone know what could cause this problem?

     

    Looks like @Lisias might want to hear about this.

  3. 9 hours ago, garwel said:

    although I was talking more about things like life support, reliability, radiation, heat management, signal delay etc

     

    Health hehehehe...  you should know.

    100% agree. It was a golden opportunity to insert, from the start, some things flagrantly missing in ksp1 like all of those.

    Guess it will be up to mods, again. Garwel are you feeling up to it?

  4. Whomever had the idea of improving the cues you get indicating the target body's SOI via a visible volumetric sphere, and the point of entry-exit on the same SOI.... you're a genious. Thank you.

    But the execution needs some work. The basic idea is great but falls flat on being practical for a couple of reasons:

    1. Now you no longer see what the flight path will be after entering the new SOI, with the periapsis indication. That was the single most useful tool we had in Ksp1 in that regard. If both visual cues can't coexist (because it would look too busy or whatever) sadly it is best to revert to the old system;

    2. The concentric blue circles atop the visual sphere.... man they're just too large, cartoonish even. The idea is excellent but the point of entry/exit has to be more discrete. As it is, its kinda of an eyesore and maybe the cause for removal of more important visual data;

    3. Overall in the older system I felt I had a better feeling of what would happen in the flightpath, regarding the changes due to future transfers. I cant quite put my finger on it but I think it felt more colorful and visually intuitive. Now everything looks too similar and confusing. Then again maybe it is just lack of practice. Worth mentioning tho.

    4. Also, it feels I can see less ahead then what I could in the old syatem. Back then, I could do a single burn that would cause me to undergo a further 4 transfers and every patch of the flight plan would be there to see. Is it me or now you only see one or two ahead? Again, maybe lack of practice of my part, but it does feel I am getting less information than I used to.

  5. 1 hour ago, viperfan7 said:

    Is there underwater terrain in KSP2?

    Would be nice to have buoyancy calculations and ballast, that's for sure

     

    I didnt dive there myself but ksp1's Kerbin has and you can actually see it from above water. Stock parts could be made to build ships and subs (if not that apt) and mods added specific sub parts.

    New-Kerbin has darker water, you can't see below. Hmm. I wonder what's down there....

  6. 43 minutes ago, Vl3d said:

    Please always consider the fact that the UI has to be visible for players that are sitting 3 meters away from the TV on the couch.

    That being said, I like how everything is arranged now. It's true useful space should be maximized. Most importantly: please maximize the size of the NavBall.

    Good point.

    The ideal solution would be a wide array of available settings. At the very least, options to increase/decrease navball size, font size and GUI size. Then everybody could just set it to fit their taste.

  7. 7 hours ago, Silvia Dragoness said:

    Paused/unpaused notifs stacking up is a known issue.

    No idea about the outline.

    From watching Scott Manley's stream just now, apparently the bottom of the Mohole has no collision; he fell through, let it keep falling down to the "singularity kraken" at the gravitational center, and the kraken went YEET and spat him out with enough velocity to escape the Kerbol system.

     

    At high time compression, I had a probe go inside the Mun instead of crashing into it. This is probably a common thing across the board and I expect it to be on their to-do list already.

  8. On 1/26/2022 at 12:02 PM, garwel said:

    But there is a new way to reduce Stress: it is now divided by the number of crewmates of the same profession on the vessel. For example, if you have one Pilot on the vessel with Stress taking 1 HP/day, you can add another Pilot to reduce Stress to 0.5 HP/day. Of course, you'll have to provide that other crew member with living space etc. But, in theory at least, you can now reduce Stress to tiny amounts if you are ready to have a large crew. It also gives you a gameplay reason to have multiple crew members of a specific profession

     

    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!

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