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JumpsterG

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Everything posted by JumpsterG

  1. I didn't know this was a feature on any controller until I stumbled on it in the rhythm game, Mad Maestro. It requires pressing buttons with the specified pressure at the correct timing as directed by the symbols on the screen. Not an extraordinary game by any means but when the tutorial told me to press the buttons harder or softer, I was surprised. It was very difficult to do 'light' presses consistently when also trying to keep up with frantic timing.
  2. Hey, is there any known funkiness with the shielded docking port's camera? I was getting weird results last night. The not-shielded docking port of the same size worked perfectly, but when trying to activate or cycle to the shielded one, I instead got a random view of space (not in the direction the port was facing) without any overlay and couldn't backspace back to ordinary camera view without switching vessels. There were other mods in play and I haven't even looked at the log, so don't take this as a proper bug report. Just fishing to see if anyone else has encountered this behavior. If I have time to play tonight, I'll get more details.
  3. YES. My wife started imitating that sound bite while watching me play and now we use it all the time.
  4. JumpsterG

    Wooooo!

    I'm a sucker for a happy ending, so I keep following. Love ya, dude. Don't forget to have fun!
  5. JumpsterG

    Wooooo!

    I told you, "still got game". Thanks WhackBot! Have details about the new job been shared? (I haven't been around much, myself, been crazy busy)
  6. "Thread Tools" -> "Subscribe to this thread..." Looking forward to more.
  7. To clarify what was asked and confirmed: In addition to supplies, Kerbals require electriccharge at all times, otherwise they will throw a tantrum. Don't know if this is what was happening to you, but good thing to look out for. At some point, the original post should probably be rewritten a bit to include all the little details like this, but the mod is still growing and changing, so not much point just yet.
  8. They probably should have a little less drag if they're beat by a 1.25m nosecone stack but they're still pretty useful. In career, I got to a point where I wanted to lift a good sized load (some 40T thing). I had 2.5m tanks but didn't yet have the Skipper. I improvised a high thrust engine using a T-30 and a bunch of MK55's placed/offset/rotated such that they were below the fuel tank, in a circle around the T-30. I THINK they were protected from forward drag this way (Does occlusion work for radial parts now or just inline ones?). I'm not sure if it was more efficient than making additional 1.25m stacks to attach engines to, but it worked pretty well. It seems to be an oddball part that doesn't really fill a specific niche, but is very easy to integrate into designs since it can attach anywhere. -Need more thrust but don't want another 2 stacks alongside your central one? MK55s -Need some gimbal without changing your existing stack engine? MK55s -Need vacuum engines but don't have stack space (double-ended tug, small spaceplane)? MK55s If you're looking for the most fuel efficient designs, you might never use it, but if you're lax on the efficiency requirement, I bet it can be used to simplify designs at the expense of some additional weight/fuel.
  9. I like it. The feedback on holding a button down is very nice when rotating camera views. It would be nice to be able to scale it up/down in size (along with the rest of the UI elements in the game - I can't play on my TV from my couch because of the tiny text). I think a toggle for using the OS default pointer is important for some non-aesthetic/non-arbitrary reasons. Players using windowed mode, or who tab out to other windows may find it easier to keep track of the mouse if it is not changing from one screen to the next. Allowing OS pointers may be helpful to users with certain disabilities, since there are high-visibility pointer styles they may use. TL/DR - Pointer is great, but more UI improvements could be made all-around.
  10. JumpsterG

    Wooooo!

    Wanted to remain respectful and not drag the conversation when you're down, but clarification: 1) You still got game (the dating scene is still open for you) 2) There's a world out there waiting for you, when you're ready. and throwing this one out there, too: 3) We're here to talk at if you need us.
  11. JumpsterG

    Wooooo!

    Big bummer at this junction, but at least you now know you're still in the game. Drown your sorrows in the vice of your choice and wake up ready to fight again in the morning.
  12. I have the sudden urge to start a career mode, pretend there is only 1 RT-5 in my inventory and include it on every mission as though it were a crew member (must recover!). "Pet Flea Mode" could be very amusing.
  13. That's a good idea! Thanks, I'll update the file when I get a chance.
  14. Posted this earlier in the thread, but here it is again. https://dl.dropboxusercontent.com/u/100018891/UmbraSpaceIndustryAdjustments/AddSuppliesToCrewedParts.cfg Adds 15 days worth of supplies per crew slot to command modules and 30 days per crew slot to non-command crewed parts. Adjust to taste by opening with notepad or your equivalent text editor of choice. In \GameData\UmbraSpaceIndustries\LifeSupport\ you should find Settings.cfg. I haven't tested it, but if you change SupplyTime = 324000 to SupplyTime = 0 you should get instant grumpiness. As of right now (18:20 EST May 3) I see it on CKAN, listed as "USI Life Support". Look again? Maybe it got posted since you last checked.
  15. Derp! That was it, thanks. Actually, I'm seeing this with resource transfer turned off in the settings: So looks like resources are still active. Certainly not a big deal, but feel free to check it out if it is a bug.
  16. I can't do anything about the game crashing, but if you want stats on existing parts to be adjusted back to pre-1.0 values (or values that make them behave like it), I can create a script to run through the persistence file and uniformly make those changes. LV-N's could go back to being Liquid fuel/Oxidizer, 48-7s could be brought back up in thrust/ISP, solar panels could be buffed, etc. Parts in the persistence file would not affect newly constructed versions rolled out from the VAB/SPH, so you'd still be playing by the rules (just maintaining the previous capabilities of your vessels until you formally retire them). Let me know if I can help.
  17. First, Papa_Joe, awesome work keeping up with this. Has been a great mod since its inception. Last night I used SM (SM 4.1.4.4 on KSP 1.0.2 Career Mode) to move experiments from mystery goo containers and material bays and found that SM is resetting experiments. This would actually be a great feature if it checked for a scientist on board before doing this, but currently it's allowing the player to bypass the need for a scientist. I didn't play much in .90, nor did I get a chance to play 1.0 before 1.0.2 dropped, so I don't know if this is a new behavior or an old one. Not a big deal, but thought I'd report it. Any chance of adding options to remove all features except the science transfer or changing the UI in some way to show just one category of function at a time? I use SM almost exclusively for moving experiments to capsule storage, and would love to remove the clutter of other buttons in the UI until they are needed (occasional station management). Thanks for considering!
  18. Thank you! I knew there was a proper way to do this, but couldn't for the life of me figure it out. I finally looked at Snacks!, and at least one other old Life Support mod that had MM cfgs to see how they did it, and found that they both used the ugly copy-paste method. When I get around to it, I will update that file. - - - Updated - - - Oh wow. I just pretended a portion of the small holding tank could fit under a kerbal seat. I didn't realize I was defaulting capsules to over 45 days Life support all on their own. As you show it's easy to edit, though.
  19. Like this one! Finally had a spare moment and put this together: -Adds supplies to crewed modules (up to 16 kerbals. If you have some crazy mod capsule that carries more, you'll need to add that to the .cfg yourself) (This is dynamic now, so doesn't matter what mods you've got - Thanks futrtrubl!). (50 supplies 15 days of supplies per crew in command modules, 100 supplies 30 days of supplies per crew in non-command modules) https://dl.dropboxusercontent.com/u/100018891/UmbraSpaceIndustryAdjustments/AddSuppliesToCrewedParts.cfg License: No restrictions Combine with adjustments to the Settings.cfg file for USI-LS: LIFE_SUPPORT_SETTINGS { SupplyTime = 32400 CausesDeath = false ECAmount = 0.01 } And you can have required supplies right from the get-go. RoverDude, could you describe how those variables work in game terms? (besides CausesDeath, I think we can figure that one out) EDIT: Simplified Module Manager .cfg thanks to futrtrubl's suggestion below. Also adjusted values down to more reasonable levels. At 50 supplies, a kerbal could chill in a Mk1 pod for 45 kerbin days without any additional parts or supplies (plus the default time to starve would make it 2 kerbin months before they became dead/inactive). Now it's 15 days + 15 more with default time to starve set.
  20. I've made a couple ModuleManager cfgs in case anyone wants a simple mulch container/converter and ore-to-supply converter. I've modified the Hitchhiker module, adding supplies and mulch capacity (just the equivalent of the small 1.25 supply tank) along with a 50% efficient mulch-to-supplies converter (Takes as much power as the ore converter and the same amount of time... Not sure if this should be tweaked). This makes the hitchhiker more than just a 4-seat sardine can, it now serves as a life support module (and all those snack and rubbish bins in the IVA now make sense, too). I've added to the existing ISRU converter an option to convert ore to supplies using a 1:2 ratio. Note that ore masses 10x what supplies do, so 10kg of ore becomes 2kg of supplies with the remaining mass thrown away as waste. This was chosen mostly arbitrarily, so hopefully balance isn't too weird. For half a moment, I was tempted to have the converter turn ore into mulch instead of supplies, adding a second conversion step... Then I remembered that I wanted to simplify the system, not make it more complicated. I implemented both of these changes into separate cfgs. If you want one and not the other (Maybe you don't care about managing mulch or don't feel that ore should be used for supplies), you can remove the cfg you don't like. Anyway! Link: -Adds Supplies, Mulch, and Converter to Hitchhiker -Adds Ore-To-Supplies Converter to ISRU part: https://dl.dropboxusercontent.com/u/100018891/UmbraSpaceIndustryAdjustments/UmbraSpaceIndustryAdjustments.zip Drop UmbraSpaceIndustryAdjustments and the ModuleManager dll (If you don't already have it) into your GameData folder and you're good to go! License: No restrictions. - - - Updated - - - There is a settings file for the mod to reduce the time to starve and it should be fairly easy to whip up a ModuleManager cfg to add the Supplies resource to all crewed capsules. I'll take a stab at it in a bit, even.
  21. I'm starting to use this mod now and it's fantastic! I would love to take advantage of mulch recyclers and a method to generate supplies off-kerbin, but I'm hesitant to install Kolonization Systems. As awesome as it is, I don't necessarily want to add more resources to scan for beyond ore (at least for now; once I've played for a while, I'll enjoy tweaking the difficulty up). So, I'm putting together a pair of quick MM cfgs to add space for mulch to the supplies containers and to add an ore-to-supplies conversion to the stock ore converter. Will share for folks thinking like me. --- Edit: Ok, not a good idea to keep mulch around on ships without a converter, so I left the supply containers alone. Instead, I've modified the Hitchhiker module, adding supplies and mulch capacity (just the equivalent of the small 1.25 supply tank) along with a 50% efficient mulch-to-supplies converter (Takes as much power as the ore converter and the same amount of time... Not sure if this should be tweaked). This makes the hitchhiker more than just a 4-seat sardine can, it now serves as a life support module (and all those snack and rubbish bins in the IVA now make sense, too). Also, I made the ore-to-supplies converter use a 1:2 ratio. Note that ore masses 10x what supplies do, so 10kg of ore becomes 2kg of supplies with the remaining mass thrown away as waste. This was chosen mostly arbitrarily, so hopefully balance isn't too weird. For half a moment, I was tempted to have the converter turn ore into mulch instead of supplies, adding a second conversion step... Then I remembered that I wanted to simplify the system, not make it more complicated. I implemented both of these changes into separate cfgs. If you want one and not the other (Maybe you don't care about managing mulch or don't feel that ore should be used for supplies), you can remove the cfg you don't like. Anyway! Link: -Adds Supplies, Mulch, and Converter to Hitchhiker -Adds Ore-To-Supplies Converter to ISRU part: https://dl.dropboxusercontent.com/u/100018891/UmbraSpaceIndustryAdjustments/UmbraSpaceIndustryAdjustments.zip Drop UmbraSpaceIndustryAdjustments and the ModuleManager dll (If you don't already have it) into your GameData folder and you're good to go! License: No restrictions.
  22. Don't parts have a few stats in addition to the heat resistance stat now? Convection, Conductivity, etc.? Probably worth comparing these stats too. If they're also the same, then I have no idea why they'd overheat differently.
  23. I hadn't really thought about it, but removing all buildings from the space center scene except for VAB and Launchpad makes a lot of sense for a new career game. Requires a little more thought, but it's a really good idea. On an aside... I understand it's almost always better to blend tutorial into gameplay but if a game doesn't do that, and you see a clearly marked "Tutorial" button on the main menu... Why not click it???
  24. A 0.625 SRB (or family of them) would be a great addition. but I also have no problem with having the RT-5 right where it is. I think it makes "newbies first rocket" look pretty nice, actually. It may not be a high utilization part, but I'm sure players will find some use for it, even if only to make some oddball designs or for use in challenges.
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