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MarethyuGamer

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Everything posted by MarethyuGamer

  1. Does this mod have, or will it have, a constant rotation mode? I really like building custom centrifuges, but getting them to rotate is finnicky even with mods
  2. No worries, I'm glad you're still working on this. Mostly because I'm not going to play again until this is finished
  3. It would be a cause for concern to me if it was at the cost of worse non-habitable planets, but... Just look at this adorable, pastel navball floating through space :3
  4. Shush, it's because of quantum-entangled infinite improbability morhic matrix resonance field thingamajing. Just go with it Though I feel I have to agree that you might want to slow down on these Eartlike planets. It's cool that there's more than one, and they look stunning, but having too many of them will decrease their importance and instead of the priceless jewel of the system they might become just another planet like others. It's harder to make a rocky or icy moon visually appealing and distinguishible from others, but if you manage to do it it's worth more in my opinion. (Afterthought: you could make some variance by introducing Earthlike planets covered in vegetation that doesn't use chlorophyl, but a chemical of some other colour. Icky, but would make them stand out from each other.) Love these new ice caps.
  5. I think there might be a slight issue when trying to use it with GPP, because it uses cbNameLater in two configs, which I think makes all planet packs loaded afterwards think Sun is called Ciro and Kerbin is called Gael, not just visually but also internally. I might be talking out of my bottom here, but I know some other planet packs didn't work with GPP until I deleted that line. Though even if I'm right it's just a matter of adding a config loading if GPP is detected that parents the stars over Ciro instead of Sun. More of something to keep it mind than a problem.
  6. I clapped. Honestly. This looks amazing. I'm quite speechless about the speed at which you roll these out. And their quality. I have quite demanding tastes when it comes to planet packs, but these planets satisfy them completely. Keep it up!
  7. No rishathra? What's even the point then? I'm kidding, this alone is amazing, and if you manage to get collisions and such to work... That will open so many possibilities. Like creating such a structure as a surface of the planet, placing it around a planet, and by using particularily modelled "real" surface and the "bottom" or inner surface of the structure, creating cave systems! Or a planet inside a planet. Not the scope of this mod, of course. But if we had a precedent, we'd know it's possible.
  8. Will there be, or is there, some way of using GC to extend existing ground bases? As in, build a new module so it's attached to the base by default, without any need to move it around and dock. I've been looking for a way to do that, since I want to extend bases in-situ but I want them to be attached to the ground with pylons and such AND attached to the base with rigid corridors, not elastic tubes.
  9. In that case I was wrong and imagined things. Maybe that was just wishful thinking. I guess my question is answered.
  10. I'm pretty sure it appeared both in map view and in normal view last time I used it, so I see no reason why it couldn't.
  11. Weird question, but does the window appear in the IVA view? I'd test it myself, but I'm out of home for some time
  12. Idea: weldable construction dock for EPL. Could be used to build an extension of a ship/base, then attach it permanently, disappearing in the process. Could be useful if you want to build a new module for your surface base that is rigidly attached to the rest of it AND attached to the ground with things like pylons or clamps, so cannot be moved to dock. Possibly something similar for GC, though that would probably require modifications on their part.
  13. I'm terrible at landing, so I always use more fuel than I intended. In effect probably half of my Mun missions managed to get back to Kerbin solely because I've put way more monoprop than I would need if I could fly properly.
  14. It's not finished, but I think I'm onto something here... Orbital station, or rather orb-ital station! Designed with being a centrifudge in mind. Could have additional modules attached to the sides, or could be stacked on top of interplanetary propulsion system.
  15. Don't forget this masterpiece!
  16. After I decided to delete Grannus to get rid of solar panels bug, the surface of Gael turned black. Are these events connected, and if so is there a way to fix it? I didn't install any mods or change anything else in between, only deleted Grannus's .bin and .cfg files.
  17. Took first steps in Paradox Corporation's new exploration program, using lots of mods and Galileo's Planet Pack. I'm going for a science sandbox, as in I play in science mode in which I cheated all the science nodes and only use experiments for fun. I'd play sandbox, and I consider myself playing sandbox, but having working experiments just gives me this little more fun. Currently I set up a network of three, equally-ish spaced out Hermes I communication satellites: They're tiny things that should always grant me connection on orbits near Gael and, currently, around Iota. I'll soon launch three more of these for A: redundancy, B: connection to Ceti, and C: redundancy. I have Dangit! installed, and even though it doesn't create failures on unloaded vessels, I'm still going to behave as if it did. Which is why I have more batteries, solar panels and omni antennas than I need. I also started designing variants of Athena I probe, with version A having SCANsat scanner and version B having ore scanner, which I'll soon send to orbit Iota - after sending some communication equipment there. That's one small step for a man, and even smaller one considering my future plans! I'll be very sad if no one gets my "redundancy" joke.
  18. I've noticed that with AmpYear installed, parts can leak Reserve Power, which is just electricity with a fancier name. You might want to blacklist it and add as battery failure.
  19. I have a suggestion. As I love using this parts to make circular centrifuge stations, it would be really awesome to have upside-down variants of these modules that could go on the bottom of these ones. Basically rotated interiors, no windows on the part that is now the roof, etc. I imagine one could also use them for rovers, zeppelin gondolas, or bases hanging from under the Mun archs? Or submarines, or whatever, people are creative.
  20. I scrolled, and I've read what they say. I meant to ask if anyone knows something more recent than two-three weeks ago, and nudge the devs to maybe release some new info. However if there aren't any updates elsewhere, and devs don't reply, I guess that is an answer to my question.
  21. Hey, I was just wondering if you're still working on this mod or it's abadoned idea.
  22. I personally just install the newest version and don't care about updating until I update KSP itself or I got fatal errors. On the other hand, I don't have so many mods, so I could just manually update them regullarly... But I'm too lazy
  23. Hi everyone! I'm Matt, and as you can see I decided to become a part of that awesome society that Kerbonauts are . I'm a guy from Poland, so I may not speak english correctly, please forgive me if I ever made a mistake. I'm not great at KSP, but I've been playing it for a while so I hope I'll get better. I love that game, and I love to expand it by adding mods, but my PC can't really handle lot of them for now. Still, I never play without things like Kethane or FAR. As I said, I'm not the best, so I use MechJeb too when I doubt in my skills. (Don't hate me for that ) So, again: Welcome everyone, have a nice day, and may The Kraken be ever in your favour!
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