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Everything posted by Lupi

  1. Exactly. You generally don't go out and make a thread of your own for this, it's best practice to contribute in the thread of the mod(s) in question. I think that's what people do for forks of KER and such.
  2. That seems right, i had a bunch of rescue kerbals i sent to that base who said they were 1-star, but it required me to train them to 1-star anyway, and then it let me start training towards 2-star.
  3. If you wanna spitball more, i think we're in a discord together! So the 'extra experience' means it can only start from a kerbal's base level, and won't take into account any points they've already earned, right?
  4. Yeah don't worry, i don't really have any expectation, i'm throwing ideas out mostly! I'm happy as is, and knowing that it's about experience points (i didn't before) helps solve a lot of those problems, now that i can sorta do the math myself!
  5. Oh, so that's just a stock system! I didn't realize! Does the over-time component have the ability to display "how long until they level up?" for example, if i wanted to be able to plug that into kerbal alarm clock or anything? I've just been quicksaving, timewarping, writing down the date, and quickloading back. Or wait, is it just [given time value in the config to fully train]/64 to determine time per point, and then i can do the math from there? (so, 9201600/64 = 143775, then multiply that by the difference in points between xp levels, so 2-3 would be 862650) Would it make sense in the mod setup to allow people to adjust it as "time per point" instead of "time to get all 64 points," on that note
  6. I'd like to remind everyone what happened the last time (that i remember) that folk started treating modders like garbo, ignoring their wishes, and putting themselves first. CKAN used to be brats about indexing mods as long as they had a license that allowed it. They hid behind this "well technically it's legal to do this, and The Users Come First" attitude, never pausing to have even an ounce of respect for the creators of the content they were peddling. A lot of mods went ARR. Like, a lot of them. Which, as i remember at the time, they also pointed out legally also might not have stopped them. It took Sarbian getting the ear of one of CKAN's more sympathetic maintainers at the time, and getting them to de-list modulemanager, y'know, the backbone of so many mods, to make them listen. Because i forget but like doesn't CKAN only show mods it has the dependencies for? And modulemanager was (and is) a dependency for everything. it basically made CKAN all but useless and forced them to actually look past themselves for a second. I was a purestock player back then, and even I remember how bad it was for the community. Wheaton's law, my dudes. Y'all waited several months for a game studio backed by a major publisher to put out 1.8, you can wait a little longer for the freelance individual to put out the addon you like. The alternative is that addon possibly ceasing to exist, and ceasing to exist in a way that means NOBODY can pick it up again.
  7. Looks like a good mockup! Is that how much it'll cost to entirely level a kerbal to full, or how much it'd take to get them from 0 to 1?
  8. I don't think I am! I think I'm using a slightly older build of FTF (which so far seems to actually be working in 1.8, i threw it in to see if i needed to hold off on updating) but i don't believe i saw anything pertaining to SimpleLogistics anywhere. that's just all one craft file put together in the SPH, and then offset in the SPH so when I spawned it on the desert runway, it was 1km to the west of the spawnpoint.
  9. Question: would it be possible to define it to use other resources to level up a kerbal, like rep or money? Also, is there a way to set up the labs so they only 'train one level' or such with the time based stuff? That stuff aside, I built a fun little training base at the MH Dessert Airfield, and flew some kerbals out to train them! The radio mast is built using parts from ModularLaunchPads!
  10. I mean, nobody thinks kerbal looks like this: and especially not like this: A few screenshots, tastefully labeled like Dok_377 said, should be fine! Plus yeha, it was an -art- contest so i'm glad a lot a few paintings and highly processed stuff got in, even if that means clouds added in w/photo editing
  11. That's not exactly what I asked in either case. I was asking about making a composite image where i impose one of my Kerbal rockets over a real photograph of a launch (as many launch photos from NASA are public domain (and thus hopefully avoid copyright issues), or I have a personal library of rocket launch photos I have taken) I was not asking to use NASA's logo. I think you answered someone else about the image compositing elsewhere, though, and it appears to be fine?
  12. Supplmentary question, if it's a photo you have personally taken, is it alright then?
  13. Yeah, a distinct artist's signature is what i meant, like what I sign my real life rocket photos with! Thanks for the clarification! (just to be clear this is not a submission, just my example of signing my work lol)
  14. Also, another question: Is the use of public domain (IE, NASA) imagery fine, if i wanted to photoshop my rocket in front of a NASA launch
  15. Also, it's fine if we have signatures and such on our work, correct? Those won't be (deliberately) taken out or covered over?
  16. i think that's only present when you have KER installed, maybe.
  17. Yes, it is enough. Everything will spawn, because the spawning of the surface features is based on the ROCSeed value. This is literally the only difference between a 1.6 save and a DLC save. I'd imagine they had their reasons for not making it an option. Also, they're nowhere near as rare as easter eggs. If you're in the right biome, you'll be able to find a handful within a kilometer or two of wherever you land. The most i ever had to drive was like 10km, except on Kerbin where they're intentionally sparse, because Kerbin has way too much science as it is. For example, see duna: all these shadows are small ones, and there's some visibly large ones that are a few pixels across. My rover is dead center of screen, and the skycrane is off to the side, 1.5km away,
  18. I have the control surfaces fully deployed to be the sides of the truck bed. if I have a spoon moment and roll the thing onto its side, I can invert deploy and they give me enough leverage to right it. they freak out in the video because the center of mass shifted on the craft (by moving the ore tank), and they automatically figure out how to give control input based on their orientation relative to the CoM. you can see this for yourself if you want. I've got the rover on KerbalX:
  19. Full! All... 3.5? tons of it. plus the weight of the i-beam feet and docking port.
  20. In response to some of the more passionate folk here, Orbiter has been free since 2000. How could Squad DARE to charge money for Kerbal? The gall of those guys.
  21. Hey, they're hiring for at least 3 other positions if you click on the banner at the top of the forums! There's probably still room to apply for -something.-
  22. Yeah, past merch wasn't exactly stellar. The best stuff I've gotten was stuff I received as a gift for doing KSPTV, and that wasn't all exactly high volume. I don't think it's for a lack of interest, i mean, look at all the stuff they had at PAX. They evidently wanna make stuff, they just might not know what. That papercraft Val was cool. (oh cool tweets embed)
  23. Have you heard anything back? I'm gonna be up front and say I have
  24. I'm sure a company as big as Take Two knows who to work with and has suppliers in mind already.