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Everything posted by LadyAthena

  1. Seeing as the scope of KSP 2, I'm sure they've handled the problem of multiple bodies in 1 small area (like asteroids). It wouldn't be difficult either to set up maybe 20-30 all around you, and as you travel, more populate around you as others despawn. Something that's been happening in games since ever.. If this is how they handle asteroids then I'm all for. Remember they did show a planet with an asteroid belt in the teaser... We don't know yet how this works, or if it's just something that doesn't exist once you get up too it, but I'm hoping they figured out a way for a spawn/despawn system of 20-30 or more asteroids around you that will be simulating an asteroid belt in some way. (I'm not expecting anything like Elite Dangerous, or Star Citizen levels here)
  2. Only one for me is if you don't start at the very humble beginnings like in KSP1. I want to start with barely any pieces and work my way up from barely getting into space, to finally stretching the gaps between systems.
  3. SO first off.. I've been playing KSP 1 since.. forever.. Well into the beta years before it came to steam, or 1.0 release. I however, quit playing for the past year, and came back.. Some things have changed. Like landing... It wasn't like this before, before it was fluid and flawless, but now landing is a nightmare, (Especially for planes). What's happening at least for me, is when I touch down my back wheels, it bounces like it just hit a powerful spring, and slams the nose down. I can no longer get any type of smooth landing like I used to be able too.. Are there any mods that deal with this? Or what am I doing wrong? It seems options were taken out too like "locking" the landing gears and such to stop bouncing, or the springy bouncing like you're sitting on a bouncy bed or something. This isn't a problem of me landing too hard, too fast, or my plane being too heavy either. (unless they changed drastically how much weight the landing gears can handle). My latest plane I land between 70-100m/s, (it's a spaceplane, so it has to have a little speed). Even then though, my downward angle is only a few degree's, it should be a smooth landing, yet the back wheels bounce up like it hit something, or bounced on a spring as I mentioned before, slamming the nose wheels down, then the back wheels will bounce multiple times more as well as the front. Despite these violent bounces the wheels dont break, so I doubt it's due to being too heavy of a plane.
  4. Oh wow thank you! I clicked on that button in other screens, but never the base etc. I don't know how I missed it.
  5. I'm wondering if there is a way to remove the "habitation" requirements, or adjust them at all, as even flying 2 kerbals to Minmus requires a monster spaceship just to deal with the habitation alone. a 2man pod + 4 man living quarters for just 2 kerbals, which should allow them to live comfortably for a good time. Yet they get "home sick" before the mission ends, and that's just touching down for less than an hour on minmus, so its almost a complete non stop flight, which seems just ridiculous to me. I've lived in cramped quarters for months before out at sea, which ultimately is the same thing this system is trying to simulate. Yes its uncomfortable, yes it isn't very pleasant, but to think I'd just up and "stop working" especially when that work brings me back home, is paying the bills, and is what I signed up for is ludicrous to a retarded level.. I get the "home sick" bit too, I actually like it, because it means you gotta either have a full fledged functioning "home" like base with everything, and or rotate kerbals out, which is realitsic, but that should take a year minimum, not days. Again you're an astronaut, you signed up for this.. Don't start complaining now... Otherwise I like everything else this mod does, and how it does it, but the balance seems to be geared more towards "lets make this challenging to a ludicrously unrealistic level". Are there anyplaces to mod, alter, or adjust the stats? To put things into perspective, a Submarine can and will stay submerged sometimes for up to 90 days. 3+ months, and I've heard of submarines staying submerged for longer during practices. These are EXTREMELY cramped and tight quarters which hundreds of men are sharing for over 3 months sometimes.. So again the "habitation" and "homesickness" thing is just... ridiculous to me..
  6. I'm kind of in the same boat as Kill3 here.
  7. So does this mod just add both of those wing mods together or?
  8. The summary is correct. - I do not know if this is new behavior, as I've only just reinstalled the game after not playing since 1.4, I didn't have the mod back then either. - This seems to apply to all parts. - When it happens seems to be slightly random, but it can happen with just 1 or more parts added. Seems the larger sections can have 2-3 parts on it externally before the PAW breaks.
  9. I completely forgot about the alt f12. I thought they disabled that at launch. I'm going to uninstall Hyper edit as it's like a bad influence to make me do things cheaply lol.
  10. Yea upon further testing as well some parts just randomly decide "nope" and wont let me select them even when I have nothing on my station. The only workaround I can find is to have someone always hanging out in the external hatch piece so I can move my scientist out to collect science, or mechanic out, etc. Problem with this though is some mods require multipel kerbals outside at once, which then wraps around to the issue again, or if I need a diff type of kerbal outside. THen of course moving 2 back inside is yet another problem of not being able to switch them to another part 9/10 times. @Nertea I may just have to shelf this mod unfortunately until a fix is placed, since I often play with colonization, life support, and other mods that require kerbals to be able to move freely in and out, and between pieces. Though I love the mod and everything done with it, it's quite literally the definition of unplayable in conjunction with certain other mods as I described. Edit: I only installed the mod for Progressive colonization system mod, which requires it. Not sure if that was a problem though.
  11. I seem to be having a problem with the station parts of this mod, being unable to select parts to move kerbals between. I've since done some testing with putting my space station in space with different configurations, and lesser parts. Putting up a station with this mods parts, stock with nothing externally works perfectly. However as I add lights, struts, and external parts, it becomes to have problems selecting the base part itself only while transfering kerbals between the pieces. Since "Connected Living Spaces" doesn't seem to be working anymore, I have no clue how to fix the problem besides not adding anything external to the parts. Here's a picture reference of what I'm speaking about. Moving a kerbal from the far right red station core. I cannot select the middle blue piece. The only parts I have on it are a few external light pieces, yet I cannot for the life of me get it to be selected as a piece to move a kerbal too (Even though I can select the piece normally and without problems while not transfering a kerbal). THe far left escape hatch I can select without problems, and it has nothing externally on it. However if I remove the light fixtures from the middle blue piece, I can select it normally while transfering kerbals. I installed Hyper Edit specifically to test this problem by putting several different re organized parts into space, and it seems to be without fail, anytime I have an external part that numbers more than 2 on the outside, I cannot select it.
  12. Problem I suppose is Ckan. Can't mod or manage anything unless its specifically for 1.7.. and since I can't find any override for that... Thanks for the option. I didn't know that existed
  13. Ah right, I forgot to mention that I'm actually currently usin 1.5 since 1.5 has the best mods atm that are only compatible with it and unfortunately have not been updated to 1.6 or 1.7. I'm wondering if there isn't simply a setting, or file I can transfer over from 1.7 to 1.5 that would fix it... Since its a relatively specific problem.
  14. Sorry if there is a thread on this, which I'm sure there is. I'm heading to work and don't have time to do any searches, but I wanted to write this quick so apologies in advance. I haven't played KSP in over a year, however I played tons of it before it came to steam, and well before its 1.0 release. I played about half a year after its release on steam, but stopped after. Anyway, as of re installing, and playing the game I'm finding the wheels, and landing struts bounce me like they're on hydraulics. The fixed wheels especially bad, bouncing even while parked. Nothing I do seems to fix it. Landing on the Mun, or Minmus is a nightmare (especially minmus, landing even at 2-3m/s bounces me up no matter how light or heavy my lander is, I've tried many figurations). I can't fathom how people play the game like this, its practically unplayable (I know its an over used meme, but for me it quite literally is because of it). So I'm wondering if there is something I'm missing, or some new mechanic I'm unaware of to fix this. I also noticed that locking landing struts is no longer a thing, which was very helpful pre 1.0 when landing on uneven ground, and to stop bouncing (if you came in too hard on accident).
  15. Problem is, I did read back, but how far back do you have to read before you figure you have checked enough? Apparently I didn't, and its easy to miss. How is that my fault that the files provided to me by the modder were out of date? I understand that, just saying. If you're telling people to download those dependencies anyway, no reason to have them combined with the mod itself. Just taking up space at that point, and becomes confusing when either the game is updated, and someone new downloads it, and or your directions to update, or that the files are out of date get buried in page x 9 pages back from the most recent. This isn't a bash on you. I'm just saying it would help you remove that confusion for others, in turn you and others dont have to worry about people getting confused, or coming to you for things you've already explained 9 times. ----------
  16. Glad to see B9 is still being updated. Though I'd like to point out a few things. 1) I use Ckan almost exclusively now. (It's just easier, less hassle). The problem though is that B9 does not appear on Ckan. Only B9ANimationModules, B9PartSwitch, and B9ProceduralWings or some such appear. The base core of B9 and HX etc. does NOT appear on CKan because it thinks the mod is out of date, therefore you cannot even download it from CKAN. 2) After downloading B9, etc. I copy pasted over all the folders with the most updated Zip. Problem is, you have a mass load of out dated, null, or trash files in your zip. Namely, all the dependency folders in your B9Aerospace zip are out of date.. Why even have them? That is highly confusing for people, downloading the most recently updated zip folder from a modder you assume all the folders in that zip are relevant, that's why the modder put them in there. I'd suggest removing all the useless dependancy folders from the main zip, just have the B9 stuff. That's all you need, and is far less confusing. You already tell them both in the readme, and on the main page what other mods to download to make it work right.
  17. Well, a tiny few punctuation's random here or there, or 1 letter missing is usually just a tiny little hiccup. If you're going to go apesh#$ over that and say the entire game sucks because of it, you have personal issues you need to work out. That was my point. Good grammar and spelling doesn't make you a good game developer, nor does it actually make you smart. I've seen plenty of people who had perfect typing skills and were some of the dumbest people I've ever met. If you're basing spelling/writing on how good a game is you need to seriously reevaluate your life. I'm with you if its like serious screw ups constantly, but nowhere ever have I seen anything worth getting a hissy fit over in anyway. Lets pretend for a moment their grammar and spelling was epic bad, and their game was suffering due to bad management, illiterate developers. Would you proof reading anything change anything? Not at all. Besides, is you doing grammar, spelling checks with a fine tooth comb going to magically make anything better? No. Seems more like an ego epeen jerking to me than anything else. My point was, their game is awesome. Squad is an awesome developer group making damn near every right call they should be, which is insanely hard in todays age with such opinionated A hole gamers running around, and their press releases, and content they release have well within the acceptable range of tiny little grammar, or punctuation typos. Again, if you're going to judge them and the game on that... You need to seriously get the stick out of your rear. I don't want to start an argument or cause drama, but a few people earlier in the posts were prodding Squad about this, and I wanted to comment.
  18. If you're getting your panties up in a bunch over some spelling errors, you're missing the big picture, and you kinda deserve all the agitation you're giving yourself. The errors are within reasonable range, it's not like they have extreme grammar issues, and massive spelling mistakes.
  19. [quote name='Van Disaster']Hm, well your version II parts *are* new parts, they have different stats - so what you want are lots of different parts that just look like versions of the same part in the editor - which I guess might trivially be done with filters, although that would be a whole lot of tabs... how moddable the editor views are I have no idea. You could have your V2 part just replace the V1 part completely, but that will upgrade all your existing spawned craft too.[/QUOTE] See, I know the logic behind programming and what you can and cannot do. I just don't know how to actually do it you know? I know that if I were to replace the part out right, it would essentially either break craft already in flight, or replace the engine itself. Which is a no go. The easiest thing I could do is instead just have every part hidden until you unlock it. On the left of the VAB screen, I'd have tabs for each tier. So you'd see a tab with I on it, and II on it, III, IV, etc. Clicking those tabs shows you parts you've unlocked at that tier, this would keep things seperate and not replace anything on crafts, or break the craft. My goal is to also allow for even more immersion. It's not just "oh cute a probe with a a LV 45 engine XD", but "Ok, here's my Unison 4 Mission to Eeloo with a Tier IV Nuclear engine, when I've just launched a new manned mission to Dres with a Tier VIII Nuclear engine". Going back to ships that are in flights for 8 years, and seeing your old engines that are the same but lower tier, is more like looking back in time, than just looking at an earlier tech tree node in a way, because you know all the time and experience and science spent in those last 8 years to get to where you are now, from where you were when the mission took off from 8 years ago. [quote name='Insanitic']I love the idea of tiered part upgrades, especially for engines! It parallels what really happens in real life engines. NASA really does upgrade existing engines and their stats because of the gaining of "practical knowledge" as you say it: better manufacturing techniques, improved engineering designs etc. gained through years of flight experience. Although I could imagine that the coding part of this proposal might be a pain in the butt.[/QUOTE] That's what I'm afraid of, the coding is going to be a royal pain if I want my first idea to go through 100%.
  20. [quote name='Findthepin1']Great job. Can it orbit Jool and Eeloo at the same time? :D[/QUOTE] XD you know what I mean Edit: If you kraken enough you can....
  21. [quote name='KasperVld']Rocket Builders is a place that actually breaks our community rules constantly, in particular the 'thou shallt not roleplay' rule. You're still welcome to offer the craft you make, or even take requests in the Spacecraft Exchange forum though, the only thing that will change is the 'company' part of it, with the employee/director/ceo roles and inter-company drama that comes with it.[/QUOTE] I've never understood the "Thou Shalt not roleplay" rule. In a game like KSP where roleplaying is nearly essential, and bringing that fun little tid bit to the forums for those who want it and having its own little corner doesn't hurt anyone, and makes the forums more friendly and open to everyone. Slapping peoples hands with it is like saying "shame on you for liking our game". Loved the idea of "companies" who will make a ship for you, and people who have a passion to do that, while role playing it. Drama aside doesn't matter where you are in life, or what you're doing, role playing or not, drama is gonna happen. If you don't like drama, go live in the woods in a box. Only way to stop it. [quote name='TheCanadianVendingMachine']User A starts roleplaying as a nice guy. User B starts roleplaying as a really rude person. User B Insults User A, claims it only Roleplay User A requests User B to be infracted. User B gets infracted. User B claims they were only roleplaying. Moderators ban roleplaying, because slippery slope[/QUOTE] There's a difference between role playing a rude person, and straight out insulting the role player. If a person doesn't like your role playesque rudeness, than you as a person should stop, or switch personalities for your character, or... just stop role playing with that person. If it does reach those heights, than the moderator has every right to ban the rude person, role playing or not, seeing as a its a very real lack of respect from the real person for continuing when the other person doesn't like it. Which is a real non role play rule infraction. It's not difficult, or a slippery slope in anyway.