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Everything posted by Tekaoh

  1. I'm having the same issue even when bypassing the launcher. I'm still running through Steam but I have the launch parameter set to KSP_64.exe Edit: If I navigate to the game files and double click KSP_64.exe, no issue If I open a terminal and run .\KSP_64.exe -popupwindow, no issue If I run through Steam, now I have an issue. My Steam launch parameter is this: "D:\my-path\KSP_x64.exe" %command% -popupwindow If I remove the %command% bit and run through Steam, now the launcher comes back so that's no good. (What does the %command% bit even do anyways?) If I create a shortcut to KSP_64.exe and point Steam at that instead as described in this post, now I have no issue. "D:\my-path\KSP_x64.exe - Shortcut.lnk" %command% -popupwindow Seems to be a problem with KSP running from the wrong working directory @linuxgurugamer Still seems to be an issue after updating to
  2. I'm not sure if this has already been covered or if anyone else has already thought of it. One thing that I'd love to see in KSP2 is the ability to turn mods on and off per save file without having to totally uninstall the mod or manage many copies of the entire game. I've seen this done in some other games and it's super great. I like to play with different combinations of mods and having to have many copy/pastes of the entire game directory means I don't get cloud saves for all those copies. I've also seen in some other games where you can install user published mods from right within the game. This is also super cool. The community has done an excellent, outstanding, most wonderful job of building and maintaining CKAN for KSP and they diserve many, many thumbs up and heart emojis for their work. But I wonder in KSP2 if we could have this integreted in the game. It might make modding more approachable and perhaps easier to manage if it's implemented well. Thoughts?
  3. With this mod, you should just get 100% science no matter your signal strength. Normally, signal strength just gives a bonus of up to 40% over the base transmit value. Since this mod modified the transmit value to 100% of the base value, there is no more bonus to give. So signal strength would no longer make a difference.
  4. Actually, I remember troubleshooting this with you when Breaking Ground came out. Remember, surface experiments kept jumping up to like 7000%+ completion and breaking contracts? Also we were getting zillions of notifications continuously. We thought it had to do with the Science - Full Reward mod but it later ended up being a bug in the expansion that got patched a little while later haha. So it's safe to leave them out of your exclusion. All that'll happen is that your surface experiments will compete to 100% instantly (Or in the case of the seismic sensor, the first thing that crashes into the surface will give you 100% completion). Edit: My bad, that might not be what you're talking about. That's deployed surface experiments, not surface features... /facepalm I'm not sure I fully understand your issue... Science - Full Reward and Full Transmit are both working as expected for me. In any case, your issue likely has to do with one of those two mods or else a conflict with something else. [X] Science I don't think really cares about those values.
  5. It seems to be working okay for me... Unless there's something different about your setup. Any other mods installed that might be causing a conflict or something?
  6. I'm curious, what's the purpose of the last pass specifier in your PR? I was thinking, if it's important, do you want to add it to my fork as well in case Mac isn't around for a while? It's already configured to install on 1.8.1 with ckan as well. You've been really active and helpful. I should just give you write access to full reward continued and full transmit in case anything else comes up haha
  7. Actually, @Jognt submitted a PR to the continuation that ignores the deployed science as well. Works on my system, anyways. https://github.com/tekaohksp/Science-Full-Reward/blob/master/Science-Full-Reward.cfg In any case, no reason we can't work together for the time being, then! Welcome back to KSP! (Just in time to look forward to KSP 2)
  8. I'm so sorry, I posted a continuation of your mod a few months ago... If you'd like to resume maintaining your mod, would you like me to withdraw my fork from CKAN or anything? It was yours first, after all.
  9. New launchsite biomes already work, I believe. Breaking ground science doesn't seem to yet, but that would be super awesome.
  10. Thanks for your blessing! It's been one of my essential mods for a long time, and I'm glad I can make it easily available for players on newer versions.
  11. Yes, it's on CKAN. You could typing "reward" in the "filter by mod name" box. If it doesn't appear, you might want to try refreshing CKAN or making sure your filter settings are correct.
  12. Welp, time for a new computer. My current computer chugs just to run the current low quality textures and shaders.
  13. It always amazes me when people spend 2 years or some other long period of time on some KSP project. That's a lot of stick-to-itiveness! I wish I had that attentio... Well done! Hereby nominated for TOTM (if I can figure out how to do that)
  14. Collaboration Space Station is a popular one. Each collaborator designs and builds a module, launches it, and docks with the rest of the station. It's fun because the parts you build will actually encounter and interact with other people's work.
  15. There are strategies for instantaneous one-time exchanges in addition to the steady income ones. Or I suppose you could make believe by using the Alt+F12 menu to add and deduct science and funds at the exchange rate that you feel would be good for you. I still don't really understand the use case. Seems to me like science is pretty easy to get access to by just running experiments. A Minmus biome-hopping mission is fast and very scientifically enlightening. I'd personally never want to spend precious funds on science points. The tech tree caps out pretty quickly and then science isn't that useful anymore, other than for gaining funds (or rep, if that's your jam). But there are always unlimited uses for funds. But hey, everyone plays KSP differently. Alternatively, maybe you'd enjoy bumping your science rewards up a little if you're playing at minimum. Or try something like Science - Full Reward or Science - Full Transmit or both if you want the science to roll in a little more quickly.
  16. I can't help but wonder: What is it about strategies that are not working out for you? I'm also surprised that you'd want to buy science with funds. In my experience, it seems pretty easy to just about max out the tech tree in just a handful of missions within Kerbin's SOI. I'm usually in more of a hurry to sell my science points for funds. Funds are far more valuable in career mode, IMO.
  17. Based on empirical evidence, 1.8 is going to be terrible. 1.8.1 is going to be fantastic!
  18. In my KSP brain cannon, kerbals don't age, stay healthy in micro-gravity, and are able to engage in interesting online activities like reading, having discussions with other kerbals, and contributing to open source projects from the comfort of their command pods. The years thus pass quickly. It sure is good that their network communications aren't limited by silly things like the speed of light.
  19. Well, yea. But a jump gate mod could include an object with a texture to tickle the imagination
  20. I envisioned some object in orbit that, as long as you're within some number of meters, you can just use a UI menu to select another object in some other orbit elsewhere and be warped to within some number of meters of it. Then you'd actually be required to send one of these things to each place you'd like to go. They could be made to be pretty heavy so as to maintain some difficulty in delivering them to other planets. And perhaps there's an electrical expense or something. They might either work in pairs, or maybe any gate can deliver you to any other one.
  21. Jump gates are a genius idea! /* add that to my mod to-do list */
  22. 8/10 I definitely recognize your avatar, almost certainly from threads about mods. Seen it lots of times.
  23. I had this issue with one of my ground stations. You might consider going to upvote my post on the bugtracker. https://bugs.kerbalspaceprogram.com/issues/23269
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