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Meridius

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Everything posted by Meridius

  1. This is going to sound stupid... However, if I were to load Kerbalism from CKAN (KSP 1.3.0), how many patches are needed to be added before it works correctly with the most current and popular mods (chiefly, mechjeb, SSPX, I like DMajic's mods and Universal Storage [early game], KIS, KAS, two B9 cockpits [M27 and S2], K2 and Near Future and a few others)? I guess what I am really asking, is there a development mod (forked) for Kerbalism that ties some of these suggestions together? Thanks!
  2. Stockalike Station Parts added parts that should mesh well with a this mod. One or both needs enabling mm's.
  3. Developers/Modders: I love this game. It is truly one in a million and deserves accolades. Cockpits aside, I would like to see more animation from the kerbals once in space, and/or on the surface in IVA mode which would be more relevant to larger space craft and stations. To be more specific, kerbals in the lab, possibly mod spaces such as habitats, greenhouse, and others, should be moving around doing "tasks," not just seated at a single workstation. There are several highly detailed mods with highly detailed IVAs whereby an "off duty" kerbal is assigned to a habitat for rest and/or exercise. Currently, the kerbal is move to a spot or "chair." Would it be possible to add coding and scripts to allow this kerbal to move about the habitat and do a couple of "tasks" in the galley, eat, clean up, then crawl into a berth, snooze, then do exercise, so on. Having a kerbal assigned to "gardening" in the greenhouse where he moves within the space of the greenhouse "gardening" and tending to plants. Gravity effects such as walking or "floating" through spaces should be considered. Based on scenes at the Space Center, I believe it would be possible in the game engine. Just an idea similar to activities I see in games such as Banished, Tropico, ect whereby the populace is actually moving around doing their inherit tasks. This would give KSP an added facet to the base game and more play-ability.
  4. OK...question is who is going to take over this project with the requisite modding skill to update Kerbalism with all of the needed tweeks and fixes including parting a decon module? Just to answer the question that will certainly popup -- I neither have the time, the inclination, nor the skill to take over this project. This mod is one of the beauties in KSP and needs to be updated and "owned" by someone that will maintain the mod properly and answer questions and sometimes, "just think $#&@ up." (Edit: "excrement" that was filtered for the word I actually insert just doesn't sound right...)
  5. Prior to 1.3.1, I based my simple changes off New Horizons and OPM. (I liked NH very much, just miss Final Frontier support.) Thus my simple changes moves and/or substitutes some planets: @Kopernicus:NEEDS[!GalacticNeighborhood]:AFTER[Kopernicus] { @Body[Eeloo] { @Orbit { @referenceBody = Kerbin inclination = 5.25 eccentricity = 0.08 semiMajorAxis = 360785000 longitudeOfAscendingNode = 110 argumentOfPeriapsis = 11 } } } However, I have played with the "@" and played with various portions similar to above. My coding skill is at about "dabbling" status and basically like to make a few changes and then play a campaign. Dabble in parts like KSPI's lab instead of Squad's. This also includes changing Kerbin's radius and her satellites. Prior to 1.3.1 (really 1.3), I have no problems moving planets around and tinkering. I took some time off and played TW: Warhammer and now I've come back and missed some changes?
  6. Ok...this is probably going to sound silly. I have Extrasolar Planets installed. I simply want to change Eeloo for Minmus with a radius of 350 km and moving the moon out 38k km. Since the last update (1.3.1) I cannot seem to make this simple swap and I get that popup message that my planet pak wasn't installed. Any suggestions? Most likely some little part of the code has changed. Suggestions?
  7. Ok, I will be a smart cheeks... When will you finish the IVAs? I might contribute to your caffeine addiction... ____ Hey it changed my words...
  8. Whatever happened to this mod? Should we call for a priest to conduct a resurrection?
  9. I absolutely love this pod. Thank you for carrying this forward and maintaining it. Anyway to add some contracts with this? Been fiddling around some since Gemini conducted numerous missions that expanded science (somewhere in the archives there is the Kemini mod that added some science).
  10. I would love to see this pod updated. This is a great pod!
  11. Wow! I like this! Bravo. Is there anyway to sync the clock (currently 6 hours, configurable to 24 hours) with the mode (for me 2x)? Thanks.
  12. There were other problems. Clean install and the mod works perfect. CKAN support? This is a good mod. I add water as a resource and adds another layer of complexity.
  13. Can anyone confirm that resources are not being used during when time warping or using another vessel? Thank you.
  14. I have tried both un-modded (clean) and modded with half as many as above, however, CTD.
  15. Same here, however, I can't even finish a career ballistic flight before CTD.
  16. At this point, it is unplayable with all of the CTDs. I am currently re-installing KSP and will keep it vanilla for a couple of days until the CTD problem can be sorted out. (Build: Windows 7-64-bit OEM, i5/3.30 GHz, 16 GB RAM, NVidia GeForce 660 w/2GB VRAM.) Squad: Please help!?!
  17. I have a custom built (e.g. build myself from components) Intel i5-3550 @ 3.30 GHz with 16.0 GB, Windows 7.0, 64-bit (OEM, so no added crap!) with a NVidia GeForce GTX 660 w/2GB VRAM (latest driver 350.12). Zero heat problems, no overclocking. KSP 0.90 was very stable on this system with many, many mods. The problems are reproducible in both modded and not-modded. Primary function of this computer is modeling using ArcGIS (LiDaR data), ModFlow, HEC-RAS, ERDAS, and Arc-Hydro. There are no problems with the commercial modeling software. Doubt it is my system.
  18. I concur with adinfinitum and the game (1.0.2) is unstable with some sort of memory leak. Playing in the campaign mode, I keep CTD. This last entry into the game, I kept changing scenes (VAB, Science, Admin, etc.) with the Performance Tab running. My allocated memory kept steadily rising in the scene and would go down as I entered the new scene (~950 mb to ~1100 mb). After about 5 screens, CTD. Did this twice. Right now, the game is very unstable.
  19. May be a bug, and, however, I did not do extensive research to see if anyone else has posted (I know, shame on me and beat me with a wet noodle!). First contract when starting a new campaign is "Launch your first vessel." I cannot complete that mission and when I use the debug menu to complete it, it comes right back in the contract list. This is happening in both modded and unmodded games. Thank you.
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