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LadyAthena

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Everything posted by LadyAthena

  1. This idea came when I was playing Skyrim.. heavily modded. There is program that you hook to the Skyrim .exe It detects your saves and creates profiles for each character and it's saves. When you boot up the program, you choose a character, and forces the game to load only saves that has to do with that specific character. Like-wise as we all know. Elder Scrolls games also lets you activate and de-active mods with a push of a button. So why have this? You could have multiple career games with different setup of mods. One game could be focused more on cosmetics, and EVE, making the world beautiful with minimal other mods. Another could be focused ehavily on parts, or difficulty by using TAC and Remote Tech, etc. (Stuff like this would seem to be helpful to youtubers as well). Basically the idea is to combine the two into 1. A program that hooks into the KSP .exe that you start up first. (Similar to the already created CKan for mod management). In it you can select and deselect mods, and only the mods you selected are loaded by KSP. The others ignored. Having the option to "save" profiles, or mod loadouts as well for quick switching. Possible?
  2. Umm guys... The game is called called Elite Dangerous. It encompasses our ENTIRE galaxy... You can fly to literally 300 BILLION different stars, and their planets, etc. Soon All planets, (that's trillions of them btw) Will allow you to fly down into their atmospheres.
  3. Thanks for the replies. It seems I'm just going to have to bite the bullet and remove some mods. (I start up with 3.5GB use before I even start going).... I can't wait till 64 bit is finally supported...
  4. I know memory leak is a big issue in .90. Has there been anything found to minimize it? Edit: Thought I put this in the help section, sorry ><;
  5. lmao this mod is awesome. I can imagine one of those kerbals thinking "I wish I had used the heavy duty duct tape instead of the scotch tape..." as the whole thing is shaking violently lol
  6. "blahb lah blah it's not ready and bugs and yada yada" Yea yea we've heard it before. Bottom line is, no game is ever going to be bug free completely. -KSP Does have loads of content already. - Has hundreds of hours worth of game-time. - Has good mechanics that work - Has good Gameplay that works - Has quite humorous and fun situations that you can get yourself into. (This is the first game where failing was a huge enjoyment) KSP has alot, no it won't ever be perfect, and the bugs are minimal, and I've yet to see the kraken playing the game as I should be playing it. With 1.0 there will still be more updates still... As for "but I know ppl who've played 1 hour and dropped it" yea, Iknow people who've played every game and dropped it after an hour. So what if this game isn't for them? It's better that a game doesn't try make a game for everyone.. we know where that goes right? Every MMO in existance has been destroyed because they attempt to meet the wants of everyone and the game ends up going nowhere.
  7. Is there a kerbal civilization mod? This could work yea. The main hub could be the C&C of the Colony, from there you branch out into other specialized hubs, while also keeping the "Cargo", Water, Food, electricity, etc. etc. supplied properly at least until the colony is self sufficient.
  8. Why would you want an older version this far back? (Just wondering)
  9. I'm currently looking at the KSP code to see if I could do this mod.
  10. ^ This. I understand people's worries, but some people seem to be forgetting that SQUAD has shown great care in wanting to squash bugs and release proper updates. Sure there's going to be bugs, and with how games are these days, bugs will always exist in some form or another in any game, but like the above mentioned. The kraken has yet shown itself to me at all in the .90 playing the game as I should be, and over all is very well optimized for many varieties of computers both old and new. This is something even AAA companies fail to do on a large average. I have full faith in 1.0 release. Bugs.. probably, in-fact I'll bet on it. Game breaking bugs? No way, because even .90 doesn't have any... Will it be "release worthy?" Definitely. It has everything a full release game should have. Solid game-play, solid mechanics, few bugs, no game breaking bugs, and on top of that has a very passionate modding community already behind it to only further the experience. If that isn't enough SQUAD has already said they'd continue updating KSP after release. Nay-say all you want, SQUAD has done it right, and while the "release" may seem "rushed" to many, it really isn't when you consider how "finished" the game was at .90. Which was pretty damn near in all fairness.
  11. Sooo with the implimentation of Female kerbals, and deep space space stations, and or Planetary colonies.. What would a mod that implements a chance of a kerbal kid being "born" on that colony? If a male and female have lived on a colony for x # of years and that colony is a sufficient size. Of course the kid would be nothing more than a number and name on a display box, but it would add an interesting thing to the game no doubt. The implications of it would be rather fun actually. Consider: 1) The mod which makes Kerbals need food, water, etc. Having a few kids born on a colony could result in that need growing. Resulting in you having to update your colony with either more modules, or move those kids from the colony to KSP (Perhaps a contract?) 2) If you kept the kids checked in the background, you could also have it procedurally generate them into a working KSP member in the future. Say 21 years in the future, the Kid who was born on the Eve Colony is now mature enough and has gone through the training to be either a scientist, engineer, or pilot. Which one he/she is is randomly chosen depending on the parents, and what they were as well as averaging the parents stats. 3) For Immersion sake, it would help give the illusion and immersion that Kerbin isn't just a planet where Kerbals pop up out of holes in the ground, which is of course ridiculous. (Sorry had to throw in LOTR, kudo's to those who caught it.... you nerd.). 4) It would help to grow Colonies past being just "Pods" with kerbals in them. New Modules such as a nursery, eatery/kitchen, sleeping quarters, school module of multiple different grades, etc. could also be built on the colony, creating a larger structure more fit towards the futuristic idea's we have of truly colonizing another planet. 5) KSP turns KSG(Kerbal Space Government). With the implimentation of several colonies, suddenly you could make another mod that results in each Colony having special "focuses". Whether it be "recreational" (Just chilling and living, which would have the highest birth probability), Scientific focused (virtually no birth probability), Or even Educational (Very large specialized modules which train the "Teen kerbals" in space flight, and KSP specialities giving them a big boost in stats upon gaining age 21). This could also allow you to give colonies special focuses, boosting specific things. (Such as giving a Colony a science focus would increase the science output of that colony, but also increase the power generation, likewise, setting a colony to "recreational" would boost the birth rate etc. but also the food intake. If you use the mod that allows you to build ships in orbit or on other planets, you could even set a colony to "production", which could decrease the time it takes to build ships, with the added cost of extra energy as well.). 6) Let the birth of the Interstellar KSG Commence!: If a mod like this really took off, you would see players with 5+ colonies, with transport shuttles setup between them even with the mod that allows for ships to be built in orbit or on other planets, resulting in a completely self supported Interstellar Kerbal Civilization. 7) (Sorry I keep adding new ones) IF it did get this far, soon you'd need kerbals with other specialties.. Such as teachers to help train the new teens into a proper KSP member who'll create wonderful explo.. err.. advances in kerbin adventures. What do you guys think?
  12. That the Toggle Gear wants to go up first all the time. Sometimes I like to put green lights just above my landing legs on my landers, to show they are "good". But whenever I trigger the Landing gear it does nothing first (cuz it wants to go up first), and the lights come on, It's annoying. - - - Updated - - - lol, I can't stop laughing because its SOO TRUE We've all done this.. about 100 times in our first play through... Also the ability to TURN OFF those blasted area's on the globe map... So hard to figure out where the crap anything is, if you're not careful you can easily go to the wrong orbit, since you have 5 others around, some the same color, and damn near the same rotation/height/etc.
  13. That's realism, and epic. I love situations like these, things you least expect, and ... moments, but great none the less.
  14. No offense, but I browse these forums though I don't usually post, and I can't for the life of me ever understand why a person needs to come and complain about something being too "grindy" or a "balancing act". When they literally have 10x more options to fine tune the settings how they want than any other game. You can fine tune the options, fine tune the income, science, reputation gains, You can fine tune if you need to buy things after researching, and a multitude of other things. If you still need to complain after all this, then you're simply complaining for complaining sake and that's not doing anyone any good. You have 100 ways to sunday to customize your game. Don't like the idea of needing credits at all? Play Science mode, it's basically Campaign without the income or Rep.. Don't like that? Play Sandbox. You literally have every possibility a person could want right at your fingertips. Please use it and stop complaining.
  15. I know it wasn't very stable, but thanks for the reply, at least now I know it's a known problem ^.^
  16. I like to have 2 campaign saves going. One for 32 bit, and another for 64 bit when I feel adventurous. The problem though is it seems all the buildings on the base are already fully upgraded when I start. I'm worried there may be other things "behind the scenes" not yet implemented in 64 bit.
  17. Good stuff This is also why I always always always put 2 random docking port on my ships. Sometimes when this happens, all I need to do (to save credits) to "save" a stranded ship in orbit, is simply launch up a small engine that's super cheap with a small probe core on it and 1 battery, and dock 2 of them to my ship for just enough boost to get it down. Cheap and effective.
  18. So you know the ever rare sand castle you can sometimes get at the start screen? I think I found another one? Zombies... Now if only there was a "Zombie" mode where the Mun is infested with zombie kerbals that you need to shoot with lasers as you streak by... Yea..
  19. I was hoping that wasn't the case.... For the underwater stuff, there are a few mods that do let you go underwater, and or at least float ontop and move. The places I was going to put them were again, in places you could see them from the surface, and you' dhave to use scansat to find them, but alas... guess it doesn't matter..
  20. *Spoiler Alert* I will talk about "hidden" things in KSP, I'll blank out everything that's a spoiler in white, so if you want to read everything, please highlight. Sorry if this is in the wrong section. I wanted to ask if anybody knew how this was done and my mod idea, so I know if its even plausible. I was planning on making a very large parts pack, but due to my own game development on an indie team, I've had to put that ambitious project aside for the time being. So I decided to take a bit of a smaller one. (I hope) until time opens up. I was wondering how you can make anomalies on planets. As you know the game developers have put anomalies themselves, such as the black tile like things, the kraken, and the pyramids, and such. Note: Please do NOT turn this into a flame war or anything. There are alot of interesting things out there, and whether you believe them or not is entirely up to you, but for the sake of enjoyment, mystery and adventure, I'll consider them all 100% real in the Kerbal universe. There were things I wanted too add for players to find in another mod I wanted to add aside from my star wars extensive, super advanced item pack. Having played KSP for over a year now, and having started, and restarted about 100 campaigns, its getting.. well a little dull. The mod is essentially to add anomalies. Anomalies which people have accounted for, seen, or thought exists in our real system. The anomolies naturally would focus on mainly the Mun, Duna(Mars), of course the Kerbal homeworld. A few things I wanted too add are. Kerban - The Black Knight - Underwater pyramids - UFO's under ice Duna(Mars) - Pyramids - Small "ruins" or very tiny square like chunks of rock, looking like possibly 600,000 yr old ruins or "something" - Many many many many other anomalies reportedly seen in mars photo's + Many other idea's I have for other planets or moons, some very obvious, and some, you could miss 10x over before you have the "Eureka" moment of spotting it. I also wanted the mod to be compatible with another mod which lets you scan the surface of planets, both for anomalies, and high/low area's, helping you spot ridges, or possible "buildings". I'm not even sure this is possible though. I've looked at Planet Factory, however that seems to be more about creating the planet as a whole, rather than editing the surface in a fine tuned way. (maybe I'm wrong). I just have no idea how I'd go about adding anything to any of the planets, or where to start.
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