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Tekaoh

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Posts posted by Tekaoh

  1. Agreed. I find the pixely fonts and ui design hard to read. I also don't really like the new fuel meters in the staging area. I find it harder to see at a glance where my fuel level is at when I'm anticipating a staging point. Not enough contrast. And the nav ball is literally the most important thing on my screen when I'm flying. I'd rather it be in the center where I can glance at it more naturally. When I'm launching my eyes hardly look at my actual rocket at all and instead glance between nav ball and fuel meters. Right now they are literally as far away from each other as possible, which kind of stinks. Just my opinion

  2. 4 hours ago, linuxgurugamer said:

    Looks like it's the new launcher, can you try running it bypassing the launcher?

    I think I know where the issue is, will investigate it later this evening

    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 6.0.1.2

  3. 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?

  4. On 6/14/2020 at 10:27 AM, Cucco-Master said:

    How does this interact with CommNet? Does it give the full science even if the signal is weak or do you still need to have 100% signal strength as usual? (Please excuse the necroposting, but since this is a mod thread I though opening a new one just to ask this question wouldn't be the way to go :wink:)

    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.

  5. On 3/27/2020 at 1:29 PM, Jognt said:

    Honestly? I can't remember the exact details, but back when Breaking Ground was released I must have added it for a reason!

    Past-me probably found that the Breaking Ground surface feature experiments (which this applies to) have a usecase where modifying them is undesirable.

    Note that you may as well just grab the Full Reward and/or Full Transmit mods as those do exactly this and will be updated along the way.

    Edit: I take that back. The ROC experiments that I just checked already have basevalue == sciencecap. So there shouldn't be scary stuff (or even changes at all) by ex or including them. I must have excluded them on a "Don't tweak what I don't yet fully understand" basis or to keep unneeded modifications to a minimum. My apologies.

    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

    On 3/29/2020 at 4:40 PM, COL.R.Neville said:

    yeah im using the full reward/xmit mods. 

    but i switched over to what you posted jognt.   

    it takes about 20 or 30 minutes to spin up and ill see whats doing. 

     

    i tried what you posted its doing the same thing. 

    its like there is some kind of int to float thing going on. if its an int then it gets rounded up to 1 yeah  float its 0.7

    yeah im an idiot it has to be a float to do the 0.5 default values. doesnt it hehe. 

    but no idea where 0.7 is coming from its not in any cfg in my gamedata folder so that means its a dll somewhere. 

    ill just have to start pulling them out one by one to find it. 

    and i have 29,941 Files, 3,920 Folders in my gamedata folder hehe. 

     

     

    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.

  6. On 2/16/2020 at 11:30 AM, MechBFP said:

    Just an FYI the latest version appears to have a bug, the “Here and “Now” section doesn’t appear to work. 
    I have a Gravioli detector on my ship and no matter what I set the “min science” to, or if I turn the window on and off, it doesn’t detect it. 
    Possibly doesn’t detect any other experiment either, but I had to run so couldn’t verify completely.

    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?

  7. On 12/5/2019 at 9:20 PM, Jognt said:

    Edit 2: Pull Request sent.

    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

  8. 6 hours ago, maculator said:

    I wanted to use your continuation, but it didn't account for the breaking ground experiments so I fixed it. I don't thik withdrawing it is necessary, you din't steal anything and there probably will be a time where I forget about updating it again.

     

    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)

  9. On 9/28/2019 at 2:58 AM, maculator said:

    I finally updated this little mod and made it compatible with with the Breaking Ground DLC and its surface experiments! Those are excluded now and will function as intended by the vanilla game! Enjoy.

    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.

  10. 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.

  11. 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.

  12. 1 hour ago, Reinhart Mk.1 said:

    this should be an in-game description, this is spot on. especially the "stay healthy in micro-gravity" part. i really like to think that even though it's their home planet they don't really like being on kerbin longer than they need to

    Yea, gravity is a real downer :rolleyes:

  13. 2 hours ago, Reinhart Mk.1 said:

    I just like to think Kerbals never age, LOVE space more than anything else, and have faith in their crafts. But then again some of the encounters are WAAAAY too long lol

    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.

  14. 4 minutes ago, XLjedi said:

    I mean all you'd really need is a docking port that could transport your craft to another linked docking port somewhere... Right?

    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.

  15. 14 minutes ago, XLjedi said:

    I'm probably not a good person to respond...

    I'm still waiting for the DLC that will add parts so I can build jump gates in orbit.   ...as well as some sci-fi FTL-ish drives.

    Jump gates are a genius idea!

    /* add that to my mod to-do list */

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