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Sophistry

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Everything posted by Sophistry

  1. OR sit on top of the carriages flying the hype-shuttle and hypeplane like kites.
  2. X3's problem was it took a reasonably complex (But certainly not too complex) set of systems and put a really bad interface in the way with little or no tutorial. I'd also like to point out that the desire for a "more visceral and playable" experience is how we went from X3 to X: Rebirth. Basically, IMHO, the critical thing that both Interstellar and Lite have to get right (Beyond my personal three essentials on the previous page) is to make energy production interesting and engaging. I know it's difficult to make generating power fun and hip to the kids, but it's like the boring Christmas tree upon which the fancy baubles and tinsel hang. This is why, for me, Wave's simplification of the reactors sent me back to Interstellar, because like I said on the previous page I don't really use the thermal engines, so his changes basically made about half the reactors surplus to requirement for me. On the other hand, I really do like the removal of different fuel modes for the reactors, and switching to simplified resources that better fit with other mods was really helpful. So in short, I'm stuck between one option that's too fiddly and complicated to be perfect for me, and another that strips too much out. Depressed sigh
  3. I agree that Interstellar's development trajectory doesn't look amazing. There is a reason, after all, that I'm still following Lite updates! Don't get me wrong though, I do like coloured plasma jets, because I'm shallow and like shiny things. Basically my three desires from both iterations of Interstellar are 1) Shiny, fun and more convenient ways of going to the rest of the solar system. 2) Reasons To Do Stuff (Strange/Challenging missions, adding purpose to ground bases and orbital stations) 3) Longer tech tree so I have a reason to leave the Kerbin SOI. While both still do these things, it's basically a choice of which has the least niggling issues. I probably needed more time with Lite to fully explore it (That and I easily get bored and start new saves and delete my old ones) But I got rid of Lite because Fractal had the telescope fixed (ish), Wave had gotten rid of the inline radiator, which I tend to use on small probes for both heat radiation, and to add surface area for more stuff. Finally, the thermal engines have never really gotten me interested, so I only use reactors for electrical energy; that being the case, making about half the reactors identical in this regard sort of put me off Wave's version a bit. Especially as it seems a bit easier to get large amounts of power from Fractal's powerplants when you get the appropriate upgrades. Bleurgh, stream of consciousness, but I hope I've given a clear picture as to what I like from my Interstellar(s) and why.
  4. I'm torn between unbridled joy at this development, and burning curiosity as to why this hadn't been done earlier xD Thanks anyway though
  5. I know what you mean about Tweakscale. From things Wave has said though, KSPIL grew out of his personal-use homebrew version, so unless new KSPI perfectly mates with what he wants from the mod he's likely to keep making his own version. I think AetherGoddess's suggestion of Wave and Fractal working together would be the best for everyone though, but that seems unlikely to happen. As for my personal preference, I like the fact Interstellar's different reactor sizes behave in drastically different ways, so my choice is clear. (Sadly. Wave's work is really impressive)
  6. I don't want to insult you by asking too obvious a question, but you do have radiators right? And further to AetherGoddess's information, I think there's a ceiling altitude at which a lab won't generate more than the maximum for that body. Apologies. I know not everyone has a knighthood, but it's an easy mistake to make.
  7. I like the idea of making the Kerbol system a binary one. That way we could have another solar system "relatively" close but without having to have warp drives and other fanciful tech in the stock game (Although I love Interstellar, it doesn't match Squad's vision for the base game)
  8. So just installed the new update, and started a new save because I'm converting back from Lite, but Treeloader can't seem to find the interstellar tree. Any way I can add it to my save manually?
  9. Oooh, it's a lot smaller than I expected, excellent! Not that my wheezing RAM will see it that way xD
  10. Ah, thanks very much I must admit I keep visiting the OKS/MKS thread and hovering my cursor over the download link (Even more so now I'm playing with TACLS) but considering the number of mods I already have installed I've shied away from adding another pack. One question I do have: If I installed OKS alone, are there any dependent files from MKS I need to make it work?
  11. I try to name my craft for what they do. For example, for a first orbital craft "Boomerang" or for a Mun lander "Squash" (as in you hit it against a hard surface and it hopefully bounces back to you!). I also tend to name all my unmanned missions after types of insects, with the exception of one solar probe, built to satisfy a LV-N test mission while also getting use from a part I hadn't yet reached in the tech tree, which I called "Los Alamos". The one mission with an insectoid name that was manned was the "Apis" program, which was a biome-hopping expedition to get all the science from Minmus; it was a lot more complicated than it needed to be, but it was fun! Involving "Hive", the orbital supply dump for the whole operation, which included my TAC supplies and spare fuel, Drone-1 and Drone-2, which where two small manned sats in polar orbits getting Gravioli data from near and high over Minmus, and "Bumblebee," the big, fat surface-hopping craft powered by a KW rocketry monopropellant engine. When it comes to re-usable, "permanent" interplanetary craft, I'm trying to use longer, more "poetic" names. "Dawn at the VAB," "Sands at the Desert Temple" etc.
  12. Hmm, yes. With a hefty power requirement it could be relatively balanced. I don't know how hard it would be to add such a thing to the mod. And as much as I personally would enjoy such a part, I don't know how well it would fit into the theme of the mod. On a partially related tangent, I was wondering what the status of the possible greenhouse part is?
  13. I'm hardly an expert, but my solution was to copy and paste the vanilla accelerometer experiment text into the same document under a separate module heading, and this gives you access to both. (which I like, because in my head it's giving me the choice of passive listening to the celestial's innards vs active scanning with impactors) As in interim measure till you get yourself sorted out, if you use B9, their radial sensors and science nosecones have vanilla accelerometer functionality
  14. On the third hand attached to one's Mechanicus servo-arm, without modding the game's contracts, how the hell are we supposed to raise √5 billion in-game? Personally, while authenticity (not "realism") is cool, I'm much more in favour of the pricing of Interstellar parts to be based on what's fun, or rather, based on balance rather than "realism". Sure, Interstellar parts should be more expensive than stock parts, because they're much more useful. Just please don't make them so expensive that I can't be arsed using them!
  15. True, but it could be a useful safety net for newer players who aren't sure how long it would take to get to another planet and back, and so are unsure how much life support equipment to bring. But there should be some penalties for such an "easy mode" device.
  16. Yes, we're not like those bigots over at the Kerbin People's Front. Or was the People's Front of Kerbin? I forget which.
  17. Wait, the big bold text warning that the IR telescope isn't fixed has gone and there's references in the bug tracker that make it sound like it current works, but I don't see anything in the patch notes: can someone clarify for me? Thanks chaps.
  18. I have to say this version of Interstellar seems a lot trimmer, which is good on the RAM front. I do have to ask though, can someone explain the changes to the reactor stats in layman's terms? The description given in the OP, is, I hesitantly assume, given in terms of how the reactors behave when hooked up to a thermal engine. I don't tend to use the thermal drives, so I'm a bit confused. And because I tend to only use reactors for energy generation, what effect do the changes have on the energy density of the reactors, and their lifetimes?
  19. Urgh. Saved enough RAM with Wavefunction's slimmer Interstellar pack that I could run 64-bit KSP without texture management (because it makes my game look a bit odd sometimes) AND NOW YOU MAKE THIS AMAZING MOD. Back to square one .__. Can't wait until the release that puts the music outside GameData!
  20. Does the game lag the same amount all the time? If, for example, your framerate spikes when you're looking at empty space and tanks while looking at planets, then you need to remove graphics mods and turn down your scenery graphics settings. If it tanks the same amount while looking at empty space, I'd probably blame mods that change the game's mechanics. Try right-clicking on each folder; the larger the mod, the more pressure it puts on your system. Run the game in 64 bit mode too.
  21. Times like this I love fibre-optic broadband :3. ALL DONE!
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