harrisjosh2711

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About harrisjosh2711

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  1. Sorry, this mod hasnt been updated for over a year. It works in latest update, albeit with a few bugs. I would need to pull out the master files to fix that.... or redesign them..... I wouldnt hold my breath.....
  2. Cool. If and when you do just give me a shout out. I typically stop in once or twice a week.
  3. Im about 99.999% sure its safe to say no. Did you see anything like that in the trailer? Have the devs discussed it? Regardless the difficulty of implementing it, the futuristic engines and ability to build in space makes it redundant, imo.
  4. I will have to check if they are still working. What version are u playing on?
  5. @Brikoleur part proliferation is an issue for me as well. The best way to implement a variety of fuels is by slightly modifying ksp1 mechanics, texture/model variants for tanks/engines, tied to tech level. Which means you could still use every engine/tank to your hearts content. But, (game play mechanic here) you would need to send a probe and possibly a rover first to decide the best variant. Colonization is a major selling point to ksp2. I expect mining for fuels and isru to be a large part of that. If not, wouldnt colonization become redundant, considering we have orbital construction yards and can transport supplies? The only use i can think for a colony under this scenario is: if you, by choice, want to launch from outside the kerbol system. Generally, i buy a prequel because it comes with a new story. Ksp doesnt have a story. Therefore, without some signifigant changes i would view ksp2 more akin to dlc than a new game.
  6. @Brikoleur part proliferation is an issue for me as well. The best way to implement a variety of fuels is by slightly modifying ksp1 mechanics, texture/model variants for tanks/engines, tied to tech level. Which means you could still use every engine/tank to your hearts content. But, (game play mechanic here) you would need to send a probe and possibly a rover first to decide the best variant. Colonization is major selling point to ksp2. I exspect mining and isru to be a large part of that. If not wouldnt colonization be redundant, considering we have orbital construction yards and can transport supplies? @Brikoleur part proliferation is an issue for me as well. The best way to implement a variety of fuels is by slightly modifying ksp1 mechanics, texture/model variants for tanks/engines, tied to tech level. Which means you could still use every engine/tank to your hearts content. But, (game play mechanic here) you would need to send a probe and possibly a rover first to decide the best variant. Colonization is major selling point to ksp2. I exspect mining and isru to be a large part of that. If not wouldnt colonization be redundant, considering we have orbital construction yards and can transport supplies?
  7. If you dont care to be "educated" i dont understand why you're playing a physics simulation space game to begin with. If you want to play with only LF & Oxidizer so be it.... the kerbal system is the same and most the parts will be the same. Anything they add makes its easier for modders to play around. Most of the complaints i see from you could easily be modded to your liking with a word processor. Yes, squad has made it that easy to mod ksp! The game play mechanics it could benefit are too much for me to list. One of those would be signifigant "design changes".
  8. I dont understand the 'create your own lore' argument. Since its all PRETENDING, even if there were lore you can simply 'pretend' it is something else....
  9. Im for a story mode but would prefer if it were released as a dlc in the future as my primary concern is optmization. I do generally make up my own story but thats likely because i find the contract system EXTREMELY repetetive and boring.
  10. The future tech engines being too realistic. I'm not trying to time warp for a decade. I would never reach my destignation because im not a one mission at a time kinda guy. Gotta have the life support and fuel options imo. Those are two huge challenges in space travel that could add alot in terms of gameplay on other planets. After my first mun and duna landings i always got extremely bored traveling to other planets. These days i mostly just play around with airplanes. Reaching orbit and traveling to another planet is simply no challenge at all for me anylonger. If all i were looking for is interstellar travel and some colony pieces id probably just stick with ksp 1 because there's plenty of mods for that. Im really hoping alot of new gameplay comes with the colonization system and that will require gathering recources. I also hope for some challenges involving radiation. I'm looking for a challenge. Ksp is by no means a challenge for me.
  11. I would like it if auto landing were only enabled within a certain distance of a player landed vessel, especially in career mode. I think a stock trajectories should be added. While it's possible to land near your vessels once you get the hang on non-atmospheric planets, it's darn near impossible, even for a veteran, to try and land something on target in atmosphere without a mod. One positive aspect I see in Auto pilot is that it would lead to a better understanding of how its done in the real world. For example, I've never been able to bring a ship accurately down on duna in a ballistic trajectory from interstellar space. Which is how every mars landing has taken place, correct? I need to bring extra fuel along, circularize, line up inclinations, then use the, god sent, trajectories mod. Best not get your hopes up. We just now got a DV calculator. How in the world can anyone do anything without knowing their delta V?
  12. You just need your hierarchy set right in "unity". You'll need a sort of pivot point, could be an object or empty transform. Then place the part of the engine you want to gimbal as a child of the pivot point and insert name of that pivot point into module gimbal. You don't need any animations or what not, gimbal is coded into KSP.
  13. U need to pull the IVA up in unity and add transforms for the kerbals. To my knowledge I cannot be done with just a cfg. edit.
  14. Been playing around with BDA for the past few days and got the itch to fly one of these bad boys. Almost got her ready for unity. Now if I can just stop myself from making anymore parts and actually play with it.....
  15. If anyone wants to take this mod up PM me. I have no plans on updating it further. I'd like to say thankyou to everyone that followed, assisted, and inspired me during the development of Kerbalized SpaceX. Without you this mod wouldn't exist!