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Godit

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  1. I'm seeing the same thing. No matter if I disable the ullage system or turn the chance to ignite up to 100% the engines (with ignitors) still won't start reliably.
  2. The last few months have been really good for VR with some big releases from major studios. One of the most frequent critiques of VR that I hear is "there are no good games". Well I think its time to put that argument to bed. I am a picky player when it comes to spending my money and I've got 31 VR titles in my Steam library, some I haven't even gotten to yet. And that still doesn't count the premium Oculus exclusives I've own on the Rift. We've also heard that VR games have to be made from the ground up to be any good. But Bethesda has shown it can be done well with Doom, Skyrim, and Fallout. Apparently LA NOIR for VR is very good as well. Flight/Space sims are ideal for VR so I don't see this as a problem. Lastly, as for VR adoption rates, I've seen several reports that estimate half a million users between Rift and Vive alone. That's better than smartphones one year after release. Between the price cuts and the launch of inside out tracking Windows headsets, it seems this growth trend will continue. I would love, Love, LOVE to experience KSP in good VR. I would buy a VR version sold separately if that's what it took. It may not be a the most profitable choice for development, but they may want to do it for other reasons. I hope they consider it. I suspect most of the criticisms for this idea comes from players who don't own VR. I may be wrong ofcourse. But once you've experienced presence in a game, which is really hard to describe, you find yourself wanting that feeling in your favorite flat games too. Every single day people are posing on Reddit about how they've tried it for the first time and had their mind blown. I was skeptical and set a pretty high standard that was blown away within 5 mins. It was, excrements you not, like being a kid trying Nintendo for the first time. TLDR: VR continues to grow with good titles, an old game CAN be ported to VR well, and VR is not a 3D TV gimmick.
  3. Is Kerbalism supposed to make the Dmagic Little Brother and Big Brother recon science non-transmissable? When I attempt to trasmit I get the must be returned error message. Is there somewhere I can change this? I have a ton of mods so there may just be a conflict but I'm not sure if it is working as intended or not.
  4. If the contract is asking for something that is not possible then yes, but I don't know if Cacteye intends for you to be able to image an object that you are orbiting. If so, than the contract is not the problem.
  5. I'm not sure if I'm doing something wrong or I have a mod conflict. I'm trying to use the Fungeye to do a wide field observation of the Mun and the contract requires I be in orbit of the Mun to observe it. The problem I have is that the GUI says the imaging and processing is not available unless I have an active target selected. But I can't select the Mun as a target when I am in its orbit. I now the Fungeye is working because I can target and point it at Duna or Minmus and the imaging and processing functions appear as normal. Am I missing something here or is there an known conflict with the many mods I'm running?
  6. I abide by the KISS philosophy so +1 install for me. So would you consider CKAN support for all of your new fans?
  7. Very nice. Did you design this to have any particular improvements over other wing tank mods?
  8. I think this feature would make discovery feel more genuine rather than sort of gamey mechanic is is now. You could imagine realistic scientific reasons that might predict the discovery of a planet, and use the contract to test that prediction. Basically it would be great to have an authentic reason as to WHY we should point this telescope in this direction. I think that would really bring this entire idea together. For example, spending science at the tracking station starts a random timer (3-30 days for example). This triggers a message that explains that new analysis of the inner planets orbits suggest there is body of mass xxxx somewhere between yyy and yyy distance from kerbol. This triggers a contract that predicts this body will transit Kerbol and in order to discover it, you must have a telescope pointing at Kerbol at THIS precise time to see it and collect data. Another example, later in the game / tech tree: spend science at tracking station starts a longer timer (2-10 weeks). Message triggers saying a recent observation of Jool spotted an anomaly which may be a moon that passed in front of the planet. New contract appears to put a telescope in orbit around Kerbol at xxx altitude with an infrared sensor package and look at Jool for 1 week to try and catch this suspected body. Other missions may require orbiting the Mun so as to block any light from the sun and interference from Kerbol. They don't have to be 100% scientific, but at least offer some believable explanation as to why we might need to put this telescope here, rather than just random button clicking. -By the way I'm so glad you are working on this because this was one of the first things I thought about when career mode came out.
  9. So thanks for your advice, otherwise I may never have noticed Steam failed to up date me to 1.04. I've been running 1.02 this whole time. All good now that I forced an update!
  10. I'm new to CKAN so I apologize if this is user error, but I can't seem to get Take Command to install with it. First of all, it seems to be stuck on v1.1.3 no mater what I do. And when I attempt to install I get this: "Failed to download "https://kerbalstuff.com/mod/776/Take Command/download/1.1.3" - error: The remote server returned an error: (404) Not Found."
  11. I really like the idea behind these adapter parts and would welcome some more types. They are simple but sweet and I use them all the time for aesthetics and practical reasons. I don't see anything for the 2.5 to 3.75 m sizes. Also, there are fuel and RCS adapter parts, but as yet no battery or life support adapter parts. http://forum.kerbalspaceprogram.com/threads/69539-0-23-Stockalike-parts-for-useful-esthetics
  12. Agreed. I would like to start a SETI career but I'm struggling to understand how to put this mod into effect. Is the "Balance mod merely a part of SETI or a separate plugin? Does the mod pack act as a one stop download for everything you need to get started? Are the contracts mod links additional to what's in the pack or already integrated? There are just so many mod links on the first page and following posts that I can't follow how they all fit together.
  13. Inspired by real world F-15E Conformal fuel tanks. Issue: Clipping parts allows more flexibility when building craft, especially when concerned with aesthetics. However, the fact that the parts are not actually affected by clipping makes it feel a bit like cheating to some. Example: If I want to clip a tank inside a larger one to give a more streamlined look, the total volume of both tanks remains the same as if they were not taking up the same space. Proposal: A mod that limits the resource capacity of objects based on the volume of that object that is currently being clipped inside of another object. For example a fuel tank clipped halfway into another tank could only hold 50% of their normal volume. This would have the effect of bolting on a conformal fuel tank of that shape that remains outside the clipped volume. Rather than believe that Kerbals have acquired Timelord technology and can somehow make volumes bigger on the inside, this allows designers to clip objects to achieve a custom shape in a credible manner that offers a tradeoff in the volume you can actually use. There are other details to consider such as object weight or cost but the mod could make some simplifying assumptions and keep them constant. The idea is that Kerbal engineers are building a custom shaped tank Orange County Chopper style by modifying an existing standard tank so the actual cost would not change. Weight could use the same ratio of volume clipped to subtract the mass of the container that is not really there. Ideally the mod would be able to handle fuel tanks, RCS tanks, batteries and other resource containers in the same way. I do not have any suggestions for what to do with other parts like engines, probes, landing gear, etc.. The time has come for guilt free clipping and Credible Clipping Mod is the answer!
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