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MedievalNerd

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Everything posted by MedievalNerd

  1. Oh yeah! You rock kind sir! Seriously, coming from someone who suffers from ADD & dyslexia, this mod really really made things way more pleasent to build any rocket. Not to mention being able to quickly check out parts from a new mod or something. This is just a must for KSP! Squad should contact you to get this integrated in the game. Many thanks!
  2. I'm having the strangest of problems with KIDS... I also use Lazor mod for the external camera part, but I noticed something rather funny. The Lazor Powered interface overlaps with the KIDS interface in the main screen of mission control. (When you see and can select all the buildings.) I tried to look if there were window coordinates in both but the coordinates seem to be hard coded within the plugin, just wondering if there is something that I could do to make this work lol. Thoughts?
  3. I've been talking quite a bit with Nathan, I really want to get involved with this project more. Just need to refresh myself with c# and get familiar with how the KSP & MC classes work with each other. Thanks for everything!
  4. I'm waiting to confirm whether or not we can give science points from missions then I'll start designing a series of missions loosely based on the tech tree progression. Ideally I wanted to make a more realistic series of missions, but for now I'll use this first series of missions to feel out how difficulty levels and such. I'd love to design my own tech tree, but I have no idea when the guys doing the tech tree editor tool will release it. I did notice that when you use their loader it creates a tech tree file but not sure if it's as simple as editing that to get something working. Another really nice thing would be if tech nodes could be dependent on completed missions, that or have missions grant techs. So many options, not sure how difficult this whole thing is. In any case, I'll most likely be using a few mods so might not be for everyone. One for sure is TAC Life Support for the manned missions. I was working on a sort of mission based resource called "data" but i'm not sure whether to keep that or find a way to use science in missions, but I see numerous issues with that science has diminishing returns so depending on how people would play missions it could screw the progress or mission conditions. Can't wait to get something out there.
  5. I have failed to do it the right way apparently. Wasn't able to make them appear in either sandbox or career mode.
  6. It's not even Christmas but it sure does feel like it! Thanks Malkuth & Nathan for the hard work! Can we give Science Points as rewards for missions?
  7. Huh? Did I read that right in one of the comments you can simply use the past version in 0.22? (Need to add the requiretech and tech cost I guess for careeer) but does it work?
  8. Can't wait to see this implemented for 0.22! This is the only Life Support system for inactive ships I've seen, killed my whole Mun crew by accident while doing tests for other rockets! Loved it!
  9. Please update your awesome catalog mod for 0.22! It's the best thing ever! Great work!

  10. What? The creator has abandoned the project? D: Please say it ain't so, this really helped me build rockets faster and be more focused in my designs. Really hope that he's not stopped updating it.
  11. Awesome! I just found this mod a week ago, and it's lovely! Great work sir!
  12. It's only bugged when you are in the atmosphere, I saw it come back to life when I did that. Do you think you'll be able to fix that in the future? I mean I can always keep the surface tab off, but I rather enjoyed being able to see my current TWR relative to my engine throttle setting.
  13. Howdy sir, In my personal case I did some tests and the issue is when I have Ferrams Aerospace mod installed, it makes the Surface Tab of the mod unresponsive. It will stilll work in the VAB, but in order to regain control of the in-flight menu you'll have to manually turn it off in the flight engineer config file. (_SAVEONCHANGE_SHOW_SURFACE = False) So yeah, the engineer mod in of itself works fine it just does not want to work with the aerospace mod for now.
  14. Oh yeah! Thank you sir! This is such a must have mod when using Sub-Assemblies, I found it funny that the Squad system had the same limitation as the sub-assembly mod that was out prior to 0.22. They should allow you to change the root part, if only to allow to include completed stages. It's rare for my probes to have that leave the root part with an attachment left. Hurray!
  15. I seem to be having issues with it. When I launch reached the launchpad, I saw the UI which allowed me to select between Orbital, surface, etc. When I selected Surface the UI flashed and became a small grey horizontal bar which no functionality. I needs my Engineer D:
  16. Science has diminishing returns for repeat tests. If you go and send goo in orbit it'll net 10 science the first time, and less and less each time after that. Might want to factor that in to your equations.
  17. I see it in Sandbox mode, but clicking on it does not do anything. They are working on an update so we'll need to give it some time.
  18. Well that's a bit sad. I had heard that they had put in some placeholder techs for modding purposes. Maybe that's not ready yet. Oh well, I'll let the experts dig deeper. Thanks for reply UbioZur! And great mod btw!
  19. Howdy everyone, Been able to locate most of the new stuff, but I cannot for the love of me find any files relating to the tech tree, except parts themselves referring to required tech. Hopefully someone has better luck than I did!
  20. I was curious as to how best to ensure that lower stages will be recovered by the auto-recover feature. Do you need to have the parachutes deployed? Or does the mod just check to see if there are enough parachutes on it and assume everything goes well if there are? I'm assuming it's something like that but I wanted to make sure.
  21. That's looking quite nice! Can't wait to see more! Oh and if you can add the custom cost for the Flight Engineer module that would be awesome!
  22. Yup, i noticed that I could add many goals! I'm going crazy here! I was curious, I saw that you had an awesome max/min Mass. But I didn't see a max cost, is that in there? If not it's all good, but it would be great to have as an option. Oh and one more thing. I noticed that you couldn't put line breaks in mission descriptions. Is there a way to do so? I just tend to write long descriptions, but it looks kind of crazy when all stuck in one paragraph. Cheers!
  23. Awesome thanks! Oh and I was curious also about the goal limit. I saw that there is a 2 goal limit per mission. Is there a way to do more? Or will kerbal existence come to an end? D: EDIT: Hmmm, I must be going insane. I can't find where that 2 goal limit was written, and i've just been able to create a 3 goal mission... ok, i'm crazy. Cheers!
  24. Howdy again! I was curious about something. Is it possible to put a mission requirement to 'not have' a certain component? or more than a certain amount of components? And another question would be about the 'lifetime' condition. Is it that the requirements of that subgoal must be "held" for that amount of time, or must they be accomplished by that amount of time? Thanks!
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