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Ippo

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Everything posted by Ippo

  1. Hey Nathan, I think I explained myself poorly: Dang It and CrewFiles have both been updated to 0.90, the versions you left sted are specifically for 0.90 (but the upgrade is required, they can't be ported over). Cheers!
  2. I have no idea what the new buildings look like as I won't be playing 0.90 for at least a month. But in my opinion, nothing can be worse than a barn. The barn, imo, marked the day when Squad ammitted this is not a game about science anymore: now it's just"lolsplosions".
  3. No: the training system in DangIt is completely separate from the KerbalXP system.
  4. Update required, previous versions won't work with 0.90 CrewFiles 2.1 Dang It! 0.5.3 Glow Suppressor 2.0 (doesn't have a forum thread, or I lost it) Update not necessary: last version still works with 0.90: FPS Viewer Science Funding 1.0
  5. Updated to KSP 0.90. Also should fix an issue with the RCS thrusters that should make them work more consistently with the expectations.
  6. Exactly: indicatively, the bots will refresh our index once an hour, give or take.
  7. I just woke up with a terrible fever and I'm going to work. I will update in ~8 hours, although I suspect it doesn't need changing. edit: make it 12 hours. Damn flu :/ Confirmed: this should work fine in 0.90. Considering that I won't be playing 0.90 for a while, let me know if there are problems.
  8. Powered by magic No actually NearFutureProps is extracted from the station parts mod at the moment. If you ever felt like to make a separate release for that, of course we'd appreciate it a lot, but you don't need to if you don't want, we are good as it is
  9. Hi Nertea, this parts are awesome! I'd like to include them in the CKAN: if you have a couple of minutes to check that I have listed the dependencies correctly in the metadata, it would be awesome
  10. OMG Taranis likes a mod I made! *squees* I learned how to make plugins thanks to your tutorials
  11. Unfortunately, the problem is the coding of said interface... we'll see. I have more immediate RL problems right now
  12. Although (as noted) the amount of science is really insane (100k science * 1000 = 100M in funds) and thus it's definitely not scarce, the idea is to eventually progress to a kethane / karbonite mining scheme to sustain the program. I simply refuse to acknowledge the existence of the stock game and therefore any remark that assumes the lack of an ISRU mod is simply nonsense to me. Finally, I made this mod because *I* am annoyed by the contracts: if you like the contracts, you don't need this mod. Also, you are weird.
  13. You should make a ticket on github with the feature request However we are nearing v1.2, which will introduce the GUI for stable releases and thus we expect the CLI to become of secondary importance
  14. Oh yeah don't worry, this is an easy mistake to make. You might have noticed that each time you give a command, you are effectively restarting ckan completely with a new set of commands. Therefore, it cannot remember you chose a specific package for RSSTextures between call: you need to provide them at the same time: mono ckan.exe install RealismOverhaul RSSTextures4096 [COLOR=#333333]TACLS-Config-RealismOverhaul Append more packages as needed, or if you are feeling adventurous, the GUI makes many operations a lot easier
  15. Oh, and forgot to add that there's easily enough science / money to get you started with a mining operation, thus eliminating the problem.
  16. Look up an estimate of the amount of science points in stock KSP: there should be about 70 thousand, which are easily 100 thousands with Dmagic and Interstellar. Finite, but not scarce. If you manage to finish them off... Contracts.
  17. Hey there, maybe it's an obvious question but I couldn't figure it out by myself: is it possible to lower the frequency of the lightnings? Kerbin is sparkling right now
  18. Yep: simple, straightforward bonus for every science report. Whenever you receive X science points (either transmitted or recovered) you gain (fundsMult * X) funds and (repMult * X) rep points. The default config has a funds multiplier of 2000, so if you receive 1 science point, this plugin will give you 2000 funds too. In my save I lowered it to 800 by the way, 2000 is waaay on the easy side.
  19. This plugin will give you funds and reputation for each science report you transmit or bring back to the KSC, thus enabling you to play career without having to deal with the contracts. Download from SpaceDock or Github. The source code is available on Github in the public domain. The v1.3.0 update is all johnqevil's work: a big thank you for updating the mod in my absence! Customize the amount of funds / rep by editing the settings.cfg file right next to the dll (they are proportional to the science points). No pics, no clicks? No care.
  20. No, they can easily be added later. However, what would be definitely missing would be a proper GUI to at least show the trees and the progress in the trees, and that's something I have pretty much no clue how to make right now :/
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