Jump to content

neamerjell

Members
  • Posts

    194
  • Joined

  • Last visited

Reputation

58 Excellent

Contact Methods

Profile Information

  • About me
    Spacecraft Engineer
  • Location
    Cincinnati OH
  • Interests
    KSP (of course), PC gaming, Lego, geeky stuff in general.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. My thoughts exactly. I knew the game was dead when the entire development team suddenly left.
  2. @RoverDude and @DStall: Thanks for enlightening me on the purpose of this proposed mod. Filter Extensions is fulfilling much of my part organizing needs so far. So categories in which mods overlap is what you are trying to identify? Here's one: any light emitting parts that are not a cockpit or other manned (kerballed?) part (like a science lab) should be grouped together. This category would include the stock spot lights, the beacon light from USI, Aviation lights, Surface lights, etc. FE has a hard time catching all of these.
  3. Categories I want in addition to sort by individual mod, not just mod author / manufacturer Engines with subcategories Jet / air breathing engines LFO engines SRB engines Karbonite Engines Ion Engines Nuclear engines Fuel tanks with subcats just liquid fuel tanks (jet fuel) LFO tanks Monoprop tanks (RCS) Hydrogen (? what the ion engines use) Karbonite tanks Command pods subcats manned (kerbaled?) unmanned / probe cores electrical subcats batteries solar panels fuel cells generators / RTGs lights Air plane parts subcats wings control surfaces nose cones intakes parachutes / airbrakes wheels and landing gear subcats rover wheels air craft landing gear space craft landing legs modular building subcats decouplers docking ports struts Basically, Filter Extensions default categories with some tweaks because it doesn't catch and sort everything
  4. Perhaps someone remembers the game publisher Interplay or the development company Volition? They made awesome (now classic) games such as Descent 1,2 and 3, Descent: Freespace and Freespace 2. They just up and vanished one day. Back then, the Internet was far from what it is today (Geocities was still new - that's how far back then), so few if any knew why the creators of Descent, et al were no more. I believe the historical records say they ran out of money and were bought by other companies.
  5. This is entirely possible. However, why force NDAs on the former employees? What do the remnants of Squad have to hide? Speculation runs rampant on the internet (not just Reddit) that they were all but slave labor by US standards; 12-14 hour days for a measly $100 a month. There are perfectly legal and legitimate jobs to be had in the US where, in under 8 hours, someone can earn $100 in just tips alone. As much as I hate to say it, I think KSP might be done, not only in the sense of being a finished product, but also in the sense that it is now "old hat". I have seen a major drop in the number of people streaming KSP on Twitch. The buzz is gone. The hype train has reached its final stop. The game's development of late has mostly consisted of bug fixes and the assimilation of mods into the stock code. Filter Extensions, now stock, Quick Search, also now stock, SpacePlane+, yep, that's stock too along with numerous other mods. The latest addition appears to be a polished version of Remote Tech. In my opinion, the mods have always been the best part of this game. The only major barrier to extensively modding the game has been the lack of 64 bit support. Once that was finally included, the game really began to feel like a finished product. This was also the beginning of the end for KSP. The fans finally have what they have been clamoring for. I and many others truly hope that this is not the end, but the beginning of a new chapter for KSP. Perhaps the mass exodus was intentionally making way for the infusion of new blood in Squad and will lead to new and exciting things in the future. We shall see.
  6. Are there any plans to make an OPT to MK4 adapter? That would be sweet! My two favorite huge ship mods together at last! I'm thinking a MK4 to "L" adapter; their cargo bays are nearly the same size on the inside. I agree CKAN capability would be nice, but I say stick to your plan and get the mod totally working before tackling that. Keep up the good work people!
  7. I installed MK IV just a couple days ago, but only the parts, nothing else. Worked just fine so far. Any idea what the Baha_SP animation module was used for? All the cargo bays (only things I know of that would use it) worked just fine without it. I can also vouch for OPT working pretty well at the moment. I forget which one, but one of these mods has a couple parts with missing textures. I remember specifically one of the parts being a cargo bay where the floor dropped UFO style for loading.
  8. @Steel Dragon : Absolutely gorgeous spaceplane!!!! @stali79 : Even the smallest contribution is noteworthy. Hunting down old stuff is not easy. Files get purged, websites go dark, and sometimes your only hope is finding an OCD file hoarder who keeps backup copies of everything. And thanks for the correction, I was mistaken that the mod author was burnt out. However, I did say " real life happens resulting in development grinding to a halt", which indeed turned out to be the case. The stock landing gear - especially the small ones - are bugged - badly. This seems to be low on Squad's priority list as there are apparently bigger bugs to squish. Tip: Don't use Firespitter landing gear - they're even worse! Full Firespitter mod + 1.1 = bad things happen!
  9. @Winchester and @stali79, thank you for your hard work and dedication. I am anxiously awaiting the official 1.1 release of this mod for a project I have planned. Modder burn out is becoming more and more prevalent lately. Many mods I have used in the past are languishing in antiquity right now. I completely understand the reasons behind this - Squad constantly updating the game and breaking stuff in the process (game elements on which the mods depend to work), real life happens resulting in development grinding to a halt, and modders just plain getting fed up, bored, or whatever. Kudos to those who take up the torch for those who have burned out. It is truly a noble task.
  10. Any word on whether these numbers still work in the 1.1 pre-release? Will the map need a total rework for the official 1.1 release since it brings a new physics model?
  11. SpaceX landing: NAILED IT! KSP 1.1: Hope they nail it, but it looks good so far. Lots of little bugs to squish, most notably (for me) the small landing gear exploding on takeoff. Do they have a speed limit or something? Still waiting on some of my favorite mods to be updated for 1.1: Science Alert, Filter Extensions
  12. I know some people like to go completely stock, but if you want to go that route, I would recommend that you install just one mod - Kerbal Engineer. It does most of the math for you. You can see right away the differences in delta-v and TWR just by switching the engines and watching the numbers. It is good that you want to do the math long hand to gain some true understanding of how certain changes affect the result, and you will also understand what Kerbal Engineer is actually doing "under the hood".
  13. Thank you for this. I recently built a station with the MKS/OKS mod and put two huge fuel tanks on the end. It was fine. I closed and reloaded, and it wobbled itself to pieces. Heavy stuff in the center, one source of torque - got it. Not following these two guidelines probably contributed to the catastrophic demise of Omega Station...
  14. Facebook is the only other place I have seen this functionality. KSP is about the only forum I have been (semi) regularly active on. So that is good to know. I was just delighted to have discovered it.
  15. Just discovered a tip: if you want to keep your text single spaced after a line break, hold Shift and press Enter. On Facebook, you do this to put in a line break instead of posting your comment. It worked there, so I tried it here and it worked.
×
×
  • Create New...