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Everything posted by Ippo
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
IMHO, a more elegant solution would be subcategories: each big category is like a folder that contains other subcategories, such as Parts->propulsion, or Parts->aerodynamics, and so on. That being said, I really don't care about categories until the site hosts many more mods, they would be kinda pointless right now. -
I know, it's the poor quality of my cfgs. I only have written some place holders that just put spares in every command pod. More specific files with more sophisticated checks will come more down the road. If you prefer, you can change the default amount in the SpareParts.cfg file to 0 (just remember to take some before you launch).
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I honestly have no idea what happens if you install both, but it doesn't really sound like a good idea. Yes, Ben (IRNifty) and I are in contact on Skype: we are often exchanging thoughts, advices, and cat jokes. The two mods could definitely merge, and Ben has said he'd be available for that: I, instead, am not for the moment, because I'm a scene queen who doesn't want to share the stage
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Also, KerbalStuff IS hosted by Majiir, so...
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I don't think we need more planets: we already have enough. I'd rather have the ones we have made more interesting: unique places, more interesting / challenging landscapes, another one with oxygen maybe? The absolute best would be having a climate.
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The mod kicks in as soon as you put your craft on the pad: technically a tank could start leaking before launch when you timewarp to your launch window
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No(t yet): at the moment I left them enabled in the code so that people could test it and tell me if it breaks something (well, something it shouldn't). You will see there is an option in the config file, but it's still a dummy right now. Oh right, I had forgotten about that one I'll make sure it has some parts in the next release. In the meantime you can add them yourself using the MM if you want. Well, I'm trying to keep it in the current days / very near future to blend in the stock game. I'm not saying that I will never do some automated system, but it surely won't be soon. It might come eventually though, since some people seem to want it. Thanks, I'll look into it!
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No, each failure has its own repair cost, which you can see in the reliability information in the VAB (just right click on the part to bring up the panel). For example, an engine costs 10 spares to repair, a battery only one. However, if your kerbal is really smart he might be able to figure out a way to save some parts; stupid kerbals will stick to the manual and use the default repair cost. Also, you can inspect a part to obtain a short and temporary boost (useful before an important maneuver) or you can do some preemptive maintenance to lengthen the life of the part by keeping it in good shape. Automated repair systems are not planned at the moment (as they are currently pretty much just science fiction).
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I'm not sure what you mean with "stock storage container": what part are you referring to? Also, I pretty much think that some parts will be necessary. Right now they are added to command pods as a temporary measure, but it's just not complete: right now, the only way you have to bring more spares is to bring more pods. The good news is that I most likely won't be doing any part: I have never modeled in my life and I have no sense of aesthetics. I cannot say anything specific at this moment, just know that someone who's extremely good at this is considering making some parts for this mod Anyway, when it will be the time to worry about it I'll make sure to give you the ability to customize it at will.
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Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
... Has it changed yet? -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
You know Sir, I was thinking that it would be nice to have some very very basic metrics about the site. Maybe in the about page you could just put a couple of numbers, like the number of users, mods and authors? -
Have ALL of my rep. And know that you just sparked an idea that's likely never going to happen, but it's now my favourite feature suggestion.
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Yes, as a matter of fact VesselView is already on my list of cool things I'd like to do
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[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
I'll take a look and see what resources are added by MKS. In the meantime, you can add them yourself to the blacklist, just follow the format I used for the others. -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
Can you please elaborate? What features would you want, specifically? -
[WIP] [Dev thread] Dang it! A random failures mod
Ippo replied to Ippo's topic in KSP1 Mod Development
You won't believe the coincidence, I was just reflecting on how this mechanism could be implemented I want to add this, one day. I'm not really sure how to fit it in the code, but I'll figure something out. P.S: I hadn't seen you in a while... I was getting worried -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
I think you are a little too late for that, if you can't find the search box that is located exactly at the top of the main page: Also, really: older browsers? Your fault. Period. By the way, what's up with all this hate? -
Kerbal Stuff, an open-source Space Port replacement
Ippo replied to SirCmpwn's topic in KSP1 Mods Discussions
I absolutely disagree: email alerts are by far the single most useful feature of the whole site, at least in my opinion. Remember that most people search for new mods on the forum, and then go to the hosting site for the download only. -
I'm afraid it is not implemented yet. I wanted to, but then 0.24 came out and I had to rush a couple of things :/ Sorry about that.
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Gracias! I honestly don't know how we could model a depressurization of the cabin: if you have any ideas, come post it in the dev thread
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Yep, looks better (imho, of course)
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Cascade failures won't be on the list for a long while, because of technical reasons and mainly for balancing. Finding what parts are close to each other is not trivial unless they are radially mounted, and also, I won't be doing explosions (at least not in the core, will be a separate add on) which would make it kinda absurd if an empty battery caused a reaction wheel to stop, or things like that. I'd rather work on new types of failure: engines are in for more problems, and also all the generators and brakes. When I come back from Spain I'll try to get the collisions to influence your parts. Also, I should write the wiki, because I don't think it is clear for everyone that they should try to keep their parts cold if they want them to last...
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If you want my 2 cents, in the picture you posted those tanks look REALLY transparent. They look more like glass panels than water tanks to me, they just don't look sturdy enough to be stacked in a rocket. Imho you should up the alpha a little bit
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Actually, so far I found that the most dangerous failure I implemented is, surprisingly, control surfaces that remain stuck. If a flap sticks in the middle of a manouvre, god help you, FAR or not.
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Thanks I hope there are no game-breaking bugs in this update. If you find any you better let me know in the next few days because I'll be on vacation for a week starting from next wednesday ^^