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About iteranthypatic

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    Bottle Rocketeer

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  1. KSP:, 64-Bit, MacOS Problem: Keyboard/Mouse inputs aren't accepted erratically. Sometimes clicking on certain UI elements (such as Transfer Fuel Out/In) doesn't work. Other times, unable to change craft orientation with wasd or stage the craft. Mods installed: Mods With Mod Version ModuleManager v4.1.3.0 B9PartSwitch v2.12.1.0 / vv2.12.1 Chatterer v0.9.98.2686 MiniAVC v1.0.3.2 ContractConfigurator v1.0.0.0 / v1.28.0 RemoteTech v1.9.0.0 / v1.9.5 CC_RemoteTech v1.0.0.0 / v1.28.0 MiniAVC v1.0.3.2 SimpleBoiloff v0.2.1.0 DMagic v1.4.3.0 / vv1.4.3.0 DeployableEngines v2.2.0.0 DynamicBatteryStorage v1.0.0.0 ModularFlightIntegrator v1.0.0.0 / v1.2.7.0 FerramAerospaceResearch v0.15.11.3 Scale_Redist v1.0.0.0 ferramGraph v1.3.0.0 HideEmptyTechTreeNodes v1.0.0.0 KerbalEngineer.Unity v1.0.0.0 KerbalEngineer v1.1.7.1 MechJeb2 v2.5.1.0 / v / v2.9.1.0 NearFutureElectrical v1.0.0.0 NearFutureExploration v0.4.0.0 NFPropUtils v1.0.0.0 NearFuturePropulsion v0.9.0.0 NearFutureSolar v0.4.0.0 SCANsat v1.8.14.0 / vv18.14 SCANmechjeb v1.8.14.0 / vv18.14 SCANsat.Unity v1.8.14.0 MiniAVC v1.0.3.2 KSP_ColorPicker v0.1.0.1 / v1.0.0.0 KSP_Log v0.1.0.1 / v1.0.0.0 KSP_PartHighlighter v0.1.0.1 / v1.0.0.0 Stock assembly: KSPSteamCtrlr v0.0.1.35 HabUtils v1.0.0.0 StationScience v0.0.0.0 KerbalAlarmClock v3.12.0.0 UniversalStorage2.Unity v1.8.0.0 UniversalStorage2 v1.8.0.0 / vv1.8.0.0 WaypointManager v1.0.0.0 / v2.8.1 MiniAVC v1.0.3.2 KerbalActuators v1.0.0.0 Scannable List of Mods B9PartSwitch Chatterer CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CryoEngines CryoEnginesNFAero CryoEnginesRestock CryoTanks DMagicOrbitalScience DecayingRTGs DeployableEngines DynamicBatteryStorage FerramAerospaceResearch HeatControl HideEmptyTechTreeNodes KerbalAtomics KerbalAtomicsLH2NTRModSupport KerbalAtomicsNTRsUseLF KerbalEngineer MechJeb2 ModularFlightIntegrator NearFutureAeronautics NearFutureConstruction NearFutureElectricaNTRs NearFutureElectrical NearFutureExploration NearFutureLaunchVehicles NearFutureMethalox NearFutureProps NearFuturePropulsion NearFutureSolar NearFutureSpacecraft RemoteTech SCANsat SpaceTuxLibrary Reproduction steps: Unsure, the bug is random. Happens multiple times per play through. Log: Player.log
  2. It feels like a good thing that it's more expensive. And it should be. Squad has supported KSP far beyond the expectations of most game developers. Amazingly, they've been releasing new features - for free - in the main game past the 1.0 release for the past... ~5 years. That's half a decade of more support on top of the 4 years it took to get to 1.0. They've worked on it for nearly a decade and added feature after feature and improvement after improvement. The development of all of these new features and game improvements isn't cheap. It's expensive in terms of engineering time and costs. Someone has to pay for that - something has to pay for that. Shouldn't we be lining up to pay for these DLC's no matter what the price so that they keep working on our beloved game?
  3. Hey everyone, I know that a long time ago there was the Surface Experiments Pack that had Breaking Ground's surface deployed science features. And as far as I can tell, it was a very well thought out mod. Now that Breaking Ground exists and there's chance to do more science - are there any mods that build on Breaking Ground's science packs and/or extend it? I'd love to have more experiments to deploy and more complicated monitoring stations etc. I think it's a great part of the game and gives the Kerbals something to do on jaunts down to Duna or Eve. I'd love to add to the mechanic with whatever the community has been building. Best.
  4. Thanks for picking this mod up! It's really inspiring to see that this exists. I'm mostly a Career-mode player, and the game really peters out for me in the late-stage. There's this existential problem to the game and real-life space exploration. Once you're up there, have explored the Mun, gone to Jool and beyond, what's next? What's next for the Kerbal civilization and their space program? Why do we keep flying and building rockets? It's fun, but it starts getting tedious after the 1000th launch. It's inspiring to me that this exists, and it re-writes the Kerbal-story as it were. With this mod, Kerbals are these visionary, big-headed beings who pumped resources into a green field and waited for an ecosystem to grow. And then, finally after several years of trying, they finally managed to build a garden for the next generation to play in. In my mind, there's montage going on where Kerbals go from the early days Mercury-style gung-ho astronauts like Jeb and Valentina to the scientific ones of Apollo and beyond. They build their ISS, but they don't stop, they still keep going, they still keep expanding, until they spread their roots across the solar system. I do have an unwarranted suggestion from someone who hasn't yet downloaded and played this mod --- maybe for creating an arc, each piece needs to be expensive in terms of science, and maybe there could be successive generations of each part --- so that you start lowering the cost as you research/unlock more. I know that you also steward other parts which do this (one where more research unlocks more capabilities) and maybe they could all interact somehow? Also, this is a suggestion, maybe this mod could also have social science stuff that you research, like you have to research reproduction in space, before you actually do it, and space medicine is a thing and it impacts the decay and growth rate etc. The work for all of this seems to be huuuuuuge though... I'd love to volunteer - I can write prompts and do some design stuff.
  5. Hey there, This will sound strange, but I have a few questions on the art assets (and I'm happy to help out with them as well); - Are these assets visually compatible with the lovely, station part mod by Nertea - I don't have my machine so I can't check out the assets in detail, but do you have an "insulated" skin in place that looks like most Space Stations such as the ISS, Mir, and Skylab? construction? This is a photo of Mir, as you can see, there are radiators, but much of the thermal management is done via insulation. Is there a way to help you add such detailing into the mod? I am a designer, and I haven't done such art, but I'd like to learn/help. I keep finding these details about historical stations and I'd really like to add them here. Another example, from Skylab; The detailing here is so beautiful, there's this Aluminum hard body exterior that is mated with the insulated interior, and the point of contact between them is beautiful. Here's what they wanted it to look like, and the exposed tanks etc make it look so Kerbal; This aesthetic is so retro and so beautiful.
  6. Hey everyone, From what I can figure out, the programmers of KSP 2 - Private Division - first cut their teeth on KSP by launching the mods Making History and Breaking Ground. Both of these mods have a special place in my heart for the new gameplay features they offer to the base KSP game. Now that they're busy with KSP 2, does that mean that KSP 1 won't receive more DLCs and major updates in the future? What does KSP 2 mean for the future of KSP 1? The reason why I'm asking is that I'm happy to buy both and spend more money on KSP 1 in the lead up to KSP 2. It seems like a good monetisation strategy to me; offer long term support on a game that has been built on long-term support. And then do that with the sequel concurrently. Do you think that will happen? Or, will they go all in on KSP 2?
  7. Thank you Y’all made my day.
  8. I made a pretty big mistake and I’d like some help from a mod? I was typing out a post to the KSP2 board and it kept submitting it for some reason. I think I accidentally submitted a half written title 4 or 5 times. I’m worried that I might get blocked for it Can someone please tell this noob that it’s going to be okay?
  9. Humans need food, water, air, and waste removal/reprocessing to survive in space. So should Kerbals
  10. Hey everyone, I'm not a frequent forum poster, but I'd like to say that I've spent 950+ hours on KSP on a Mac (I know), and so have a lot of my friends on Linux and their Macs. KSP is an amazing game made for logical minds who seek to build things... like say developers and hackers, most of whom either run Macs or Linux, instead of say a certain operating system named after a component of architecture by a company called Micro... something something. It would be deeply disappointing for me if KSP 2 supported that OS and Consoles before it ever supported the hard core devs and fans who use Linux and Mac to bring the joy of KSP to the masses. Without these developers and their subsequent modding (looking at you LinuxGuruGamer), we wouldn't have the sheer depth in KSP 1 that we have, and it would have been a flash in the pan that came and went just like that. Their efforts added years to the viability of the game and the fact that our platforms aren't being supported is a disappointment. Making a game cross-platform from the start is really hard, but you folks are supporting two different types of consoles - would it be that much of an ask to help target your original fans who have produced hundreds of hours of content for your game for free?
  11. Hey there, I'm a woman and I could supply a voice sample that can be then modified to offer male/female voices for this mod. I really like it. I just wish that the beeps weren't this bad and were like the Auto-GCAS;