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Melfice

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Everything posted by Melfice

  1. Based solely on this issue in this mod, I'm going to make an incredibly bold claim for KSP2: Kerbals won't be the only playable species in the full release. At some point you're gonna hit a second species in a distant solar system, and they'll be recruitable. As for the here and now: Thank you for this mod! Lovely work.
  2. I'm sure every person you'd ask has a different idea of what Kerbal-sized means. Personally, I think that if you were to make a cutaway schematic, the ships should be large enough that it would comfortably fit 3 or 4 Kerbals in the saucer section. That is to say, the entire saucer is the cockpit/bridge. If I remember I will try to mock something up in Paint later today. I think that would make for fun-scaled ships. But I appreciate that there may be a lot more folk who want far larger ships to play with. EDIT: BEHOLD! My poor MS Paint mockup! I realize this is slowly starting to become a hijack. So, expect this to be the last I'll mention of my dream mod. Thanks for humoring me.
  3. My greatest shame revealed. I'm a dirty landlubber who can't tell his afts from his sterns or his bows. But, yes. You got the gist of it. In an ideal world, somebody would make parts that are still recognizable as the ships that inspired them, but are generic enough in shape that they could be mixed and matched. So, indeed, an Intrepid-Defiant-Galaxy class Frankenstein that still looks coherent enough. To avoid it looking like you slapped a stock Mk2 cockpit on a 1.25m fuel tank, if that helps you visualise it better. Again, I want to stress, this is more daydreaming than an actual hope, wish, or request. The ships you've made thus far look great, and a more Kerbal-sized model would already be a lovely thing IF you ever get round to that.
  4. Consider that at least two other persons now!I know this is a tall request and more in the order of daydreaming than an actual request, but a modular stock-alike, Trek-inspired parts would be an amazing gift, and genuinely something I'd be willing to donate for. A Voyager-like stern(saucer), with a Defiant-like aft(saucer), on top of an Enterprise-D-like hull and nacelles? Why, that would look... positively hideous, but it'd be a player's own designed ship, and that would be rad.
  5. I am sorry to report that I have the same issue as Zadfield. When using KJR Next, my rotational servos won't work. (To be fair, I haven't tested them when they aren't clipped through other parts, but...) However, when I use the debug version, the servos work just fine. I have no means to upload a craft right this moment, but I will try to do so very soon.
  6. To cut off any people about to ask (not that they're reading this...): There will be a showcase of the UI later on. Confirmed on Twitter. This is just showing off the Action Group controls.
  7. I'm aware you may not be able to say, for a variety of reasons (publisher's rules, Steam being inconsistent, etc, etc.): But could you specify roughly when the DLC is going to release/unlock? May 30th is a bank holiday in the Netherlands, and it would be a proper shame if Breaking Ground releases on 2 AM... May 31st, but technically still the 30th because it's still the 30th in the United States! Haha! Technicalities! Get my orbital drift?
  8. Normally I'd edit, but I think this is important enough to double-post: I think I've found the culprit: I'm missing Toolbar Controller 1.0.0. Is that a new dependency? EDIT: Yeah, it's working again. Get Toolbar Controller! @KaiserSoze
  9. Here's the output_log https://ufile.io/xd451 If I recall correctly, that's with Launch Numbering 0.5.1 and ClickThroughBlocker 0.1.6.3.
  10. Unfortunately, that doesn't seem to fix it. I have Launch Numbering 0.5.1 and both ClickThroughBlocker 0.1.6.5 and 0.1.6.3. Neither version helped a thing.
  11. I think I have the same issue as Sokol has. Upon loading into the vehicle, something explodes (and it's usually something on TOP of my rover colliding with the surface...?) before the whole rover just flips. You mentioned working on it, but I figured I'd confirm the issue (if it's even the same or similar.).
  12. Oh, no. I remember looking at the mod, and I have it bookmarked. I just didn't remember having it installed. This is all on me.
  13. Yup. It's "Missing History", which I didn't remember installing, and didn't see when I went through my list of mods the last three times I checked. Thanks for the answer!
  14. Pardon me for a possible very silly question, but... Did the LV-T30 and -45 get completely new models in 1.4(.x)? Or are they supposed to have variants? I can tell those engines look quite different now, but I can't remember if they're supposed to have variants that also include their old models. I'm running a modded installation, and that's confusing me a bit here. Thanks for the response.
  15. Can we not refer to people who are on a lower end of processing and graphical power as "potato users", or similar? Incredibly demeaning.
  16. I'm not. But it doesn't make the poem less apt.
  17. But multiple DLCs do not create a recurring transaction, or GTA5 would have had more DLC for its single player. Note how they don't have that. I don't know how they would make that work for KSP, but microtransactions or loot boxes are THE way to create a recurring consumer spending opportunities. Not DLC. DLC you buy once. And why sell something once when you can sell it over and over again. AGAIN, I don't know how they would make that work in KSP. But the fact EA tried to sell actual online game progression through loot boxes in Battlefront 2(actually 4) tells me Take-Two has already had a research team on this as well. They may not act on it, but a few dollars have been spent trying to find a way. And you're probably not wrong. it doesn't NEED to be microtransactions. But Take-Two've already seen that there's more profit to be made by selling extremely expensive single cars or apartments to players (and making it easier to get them by throwing a few real life dollars their way), than there is selling entire new single-player experiences to people.
  18. "Recurrent consumer spending" opportunities is fancy talk for "microtransactions". You don't buy DLC/expansions over and over again (recurrent).
  19. Okay, so the issue is that I misunderstood what autonomous command entails. Not so much that you need a probe core, but it needs to be a core with SAS. Thanks for the answer.
  20. The issue is with... me using a Stayputnik probe body. Three test sats with Stayputniks (and possibly in my main game with the Don'tStayputnik from a mod (Lack's SXT, I believe?)) and various antenna/solar panel layouts did not register. One test sat with an Octo core, the HG-5, AND the mod's solar panels did register. If that's intentional, we're done here (with a suggestion to make it (more) clear the probe needs to be SAS-capable.). If that's not intentional, I now have an actual bug to report!
  21. Logically, it does make sense. Sort of. Gameplay-wise, one (type of) antenna isn't recognised as an antenna because it works as an antenna as well as a relay dish. Eh...? EDIT: I just realised that the conflict may lie in a mod's solar panels. I'll need to do some testing whether id's not recognising the panels or if it's genuinely the antenna. So sorry for the bother.
  22. For the satellite requirement, are relay dishes not counted as antennae? I have four satellites in orbit of Kerbin, each equipped with a HG-5 antenna. Yet, the government tracker says I have 0/10 progress for Kerbin. (I do apologise if this has been asked/answered before. I searched for "antenna" in the thread but couldn't find my question)
  23. Considering their last post was in 2015, it's safe to assume (until proven otherwise) they've left the KSP modding scene. According to their profile, they were here last Sunday, but that could simply be to turn off forum notifications. Your best bet would be to be patient and see if StarVision does return, or simply move on. Maybe some other Enterprising modder (get it? Because of Starfleet ships? Yeah?) will try their hand at a similar mod.
  24. What was stolen? Free content was made available universally.
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