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Rockstar04

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Everything posted by Rockstar04

  1. I remember that from the OP, but things like smelting ore into metal wouldn't really be boosted by more people standing around and watching it, but tripling the power use to smelt the ore would surely double the ore to metal conversion rate.
  2. I would love to see the speed of conversions somehow adjustable. If you have massive amounts of power, you can create resources quickly (albeit less efficiently).
  3. Well the simplest, quick fix would be to use the stock docking ports.
  4. Absolutely, now that we have a smaller node, I would be fine if it also didn't have a crew capacity. As for logistics modules, I think many mods (or users who edit configs) would be putting different resources in them anyway, making a one size fits all IVA difficult. Absolutely, but maybe with a link in the mods description to the Crew Manifest plugin as the "official suggested way" to get kerbals in and out of the station modules.
  5. That would also simulate the crew moving around the ship, kinda like them taking turns in the centerfuge as opposed to 4 kerbals keeping fit, and the poor guy stuck in the lander can withering away.
  6. Sounds like a case of old habits die hard. But since a TON of us skirt with the 32-bit memory limits, if you could trim the extra details back. . .
  7. Its great to see everyone working together! Again, awesome plugin idea!
  8. It's not you, the vast majority of people on the internet think they are better and smarter then the next guy.
  9. Games like this walk a fine line, if they release with too many issues, people will compain as well. Its honestly a lose-lose, so they have to try make as many people happy as then can.
  10. Kerbal Joint Reienforcement takes care of the dancing payload issue, I had no isssues when testing a 250 Ton payload last night.
  11. No worries, it was just an idea, and would drop you down to a single dummy load part. But thanks for the fast drop on the small size configs!!
  12. Looks pretty cool, I'm sure it was covered in your first post, but dont forget to cover attribution for Fusty and sumghai.
  13. Just downloaded and start messing around with them, very cool idea! Any way we could get some different diameters? Like 0.625 and 1.25? EDIT: Maybe even something along the lines of stretchy tanks? Change the weight, diameter, and height?
  14. I think those features are cool enough you may want them in the initial 1.0 release. I have no issues helping you test for a little longer.
  15. I would love to have more of the plugins settings (distances, science values, etc) avaliable in configurtation files, so those of us that would much rather have to drive 10+km for a bigger science payout could have an easily shareable config file. Its a love to have, not a must have, but I think it would allow more people to enjoy the plugin.
  16. Would it be possible to throw together a v0.1a with the patch to help some of the less technical users here? (Not for me, I have no issues editing the files to taste, but it seems like some would feel more comfortable with a hotfix version.)
  17. That seems like a good use for the connected living space mod, automtically balance the atmosphere in all "Connected" crew areas. (Tank priority currently set still makes total sense though)
  18. Has anyone gotten this to work with planet expansion packs like Kargs? I'm getting an indexoutofrangeexception when I try to use the Low tech experiment to image the new planets. It looks like the SHOULD work, but. . . .
  19. Ah, I hadn't considerd the stock labs extremely low weight. Could we at least get the functunality of the squad lab (resetting experiments and boosting transmission of samples) in your lab as well? I just dont want to have to lug around 2 labs.
  20. Whats wrong with a ModuleManager config change on the Squad vanilla Science Lab as opposed to making another one?
  21. I would suggest taking a look at this http://forum.kerbalspaceprogram.com/threads/64595-Open-Resource-System-%28ORS%29-Mod-Resource-API-version-1-1-0 If more people use this then hopefully we can all stop using Kethane.
  22. I was assuming the heat shield would be curved around the front of each wing, requiring 2 unique parts, but if they are just flat, then yes only one would be required.
  23. You would only need one wing, and two, optional, heatshields. Honestly that seems like a reasonable solution. Then the heatsheild becomes optional, saving weight for craft that wont go to space, and they can be separated in career mode for more realistic progression in the tech tree.
  24. Have you removed any of the stock parts from your installation? The mods science lab calls on the squad textures to make the full part.
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