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LukeStrike

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Everything posted by LukeStrike

  1. Yes that's what I did in sandbox mode to test but with only 4 kerbals (because I have only 4) and I already assigned suits from a colored suits pack (same color for same function aka pilot, engineer, scientist and tourist) but for the faces (skins) of each individual kerbal it takes a long time to choose which one to assign due to constant go/back to/from the KSC ... thus my 3 options/suggestions: - have access to the mod not only in ksc - beeing able to travel freely with the camera within the ksc so I can have a look on my kerbals (it's almost impossible f.e. to look at them on the launchpad) - add a "prreview" feature on the mod itself to see what the kerbal will look like LKS
  2. Great mod but ... it it possible to use it in other places than only in KSC ? I've put few kerbals on the launchpad to test the different skins and suits but I cannot change that "in real time" (having the kerbals in front of me) because the mod does not appear in the toolbar f.e. in fly mode so I have to go back to KSC, change things and then get back to the launchpad to see the results ... BTW: is there a mod to "free the camera" when in KSC so you can travel freely instead of beeing "stuck" with your camera in the center of the KSC ? LKS (using KSP 1.8.1 thus the version 4.1.1 of this mod) PS: a window showing directly the look of your (selected) kerbal should be a great extension of this mod ... because the "flat" png/other pictures are not very "self explanatory"
  3. If you trust CKAN, only the version 4.1.1 is compatible with KSP 1.8.1-1.8.99 LKS
  4. Thanks for the infos @linuxgurugamer I think the "problem" comes from the fact that my VAB in career is only lvl 2 (so I have only access to basic AGs) ... I just tested your mod in sandbox and it works perfectly well (same installation with all of my other mods). What I didn't understant is the fact that I'm able to define custom1 to custom0 with the stock AGs system as you can see in my previous post and that does not reflect in AGX ... but it is probably another mod that allows to do that, and AGX is only taking in account the fact that only basic actions are allowed So "problem" solved. LKS
  5. Hi @linuxgurugamer This mod doesn't work for me ... lot of UI elements such as choosing your group, naming it etc just don't appear as you can see here: https://imgur.com/a/ItJHvyT I'm in KSP 1.8.1 and not using other "actions groups" mods ... LKS
  6. Hi @linuxgurugamer By 1.9.0 I mean the version of KSP that is supposed to be compatible dixit CKAN as you can see here: https://imgur.com/a/0mycqt7 The 0.3.6.1 does'nt work ... KSP freeze at start on janitorscloset/textures/... and I have ZeroMiniAVC installed for KSP 1.8.1 ... LKS
  7. Hi @linuxgurugamer Why is this mod not available in 1.8.x ? (I'm stuck in this version because a lot of mods I want to use don't work in 1.9.x) I've been trying to use the latest version 1.9.0 of your mod but KSP freeze at startup ... and with CKAN I only see a 1.7.3 previous version ... can you publish a 1.8.x version please ? Thanks, LKS
  8. Quite simple - better performances - better gui - better support for mods and the modders community (tools, host sites etc integrated IN the game because we all know that KSP is a mod based game) EDIT: I forgot: multiplayer (yes that could work, see for example the dark multiplayer mod) and the possibility to paint our ships (some mod allows that). Also a better integration of ressources, in game. LKS
  9. Did I said ... "Open letter to the developpers" ? Or didn't I ? It seems to be quite isn't it ? So, open a new topic about "crashes in the game", don't you ? LKS
  10. That's a shame ... It is an "open letter" to the developpers ... Are you from the Squad team developpers ? Nope, you are not. Again, you like to spam. Don't you have another task to do in your life ? So give me a breath, I'm just waiting for a discussion with the Squad team ... any good issue be welcome. Any spam come on, and get f* with this ok ? LKS
  11. Dear Squad developpers. We all know that your game is great and has a great potential. But (yes because there is a lot of buts ) 1° What about performances ? Since the 0.24 the reaction time is even worst than before (and yes with a 4x core 2.4GHz and 12G ram) so, (for me at least) it just become unplayable. And the x64 just did not do the rest. Ok, you can point the Unity engine but it is a little bit easy to say that. Is it really necessary to "improve" things such as explosions and other "special effects" to make your game better ? I don't think so when I have to wait 10 mins before a ship has stopped to crash. 2° What about the "interface". Is it really "serious" the way you launch a game and/or exit it ? Look at other games. The principle is simple: Once the game launched, you can continue an old (saved) game. Once in the game you can exit the game (for example pressing the esc key) and save, and quit. That's all, folks. Same for switching between ships (thanks to the targetron mod), views, etc ... it is very slow and ... painfull. 3° What about the mods and modders. Are you kidding ? We all know that KSP is "mod based" (even your stock parts are a mod) so what did you do ? Nothing. Even worst you broke the modders community. You decided to go on Curse (financial arrangement ? maybe) and what ? A lot of great mods are at this time simply not available any more (because you closed the old site). And, as I said your game is "mod based", what did you do for the modders ? Again, Nothing. First you had to define a "protocol" for the modders, second you have to have your own mods site, and third you have to build your home made tool to handle mods, in preference incorporated in the game itself. Just have look on for example "Don't Starve", or even on "Nexus Mod Manager" to see what I'm talking about. Just have a regard on youtube (where a lot of people are making your "promotion" -such as Scott Manley-) to understand that somewhere your game, without mods just *sucks* (ok there are a "lot" (10% ?) playing KSP in Vanilla mode ... for sure) Ok even I have a lot to say more I will stop here, thanks for the Squad team if you reply, trolls etc just get out of the way please. And as S.M. said: Fly Save. LKS
  12. @Sky_walker: thanks for reseting the clocks in time Write to the SQUAD team ? Is it eventually possible ? Not sure at all, and as you said, it will probably end in a kind of junk folder. And yes we have paid for this game, it was not free at all, we (or I) just did that because we (or I) believed in this game, as a support for a promissing one (as I did for a lot of games, such as Starmade, which was a total mess) ... And for me, at this point, SQUAD is following let's say the same path. You cannot add "fruits" on a rotten tree. The game was already "defficient", but instead of treating the "core" (or base, or root, as you prefer) problems, they just added more "layers" on a sick base. It is like to say "ok, you have bought a car, not really running, but, instead of working on the engine, I've painted it in pink ... Lovely, isn't it ?" Yes, my dear, soooo lovely :/ In french we have a term for that which is "jeter de la poudre aux yeux" (throw glitter in the eyes ?) ... A kind of "magic trick" ? During the time you are "blinded" by "pseudo new features", you forget the essential, which are: the game engine sucks, the interface sucks, the loading times sucks, the save and resume game sucks, the plugins integration sucks, and so on. Any volunteers to work on an "open letter to the developpers" ? I'm in. So we could have a chance to tell them what a lot of us really expected from this promissing game. But I'm not too optimistic, I must say. SY LKS
  13. @boxman: Okay, I know the song "it still in alpha" ... I'm a developper/programmer, you know ? But look around you and you will see A LOT of games that, stangely are still in "alpha" and maybe will stay for months, even years in this "new option" ... still in alpha. This gives strange excuses for everything and anything. Uh oh i'm sorry but my game is still in alpha, blablabla. My wife is "still il alpha", my car is "still in alpha", my house is "still in alpha", my head is ... oh yes, "still in alpha". Stop that. You know what alpha as a developper/programmer means ? It means that it is NOT "public domain", the early stages, still in developpement, and not running. The course of developpement is: - first stage: alpha (not to be distributed AT ALL) - second stage: beta (you can, and please must test it at your own risks, with a feedback) - third stage: stable release ... you can use it, and we assume some kind of "security", if the version change (I'm not talking about win* for example ) Always the same story. Once again we are speaking against users ... As I said, this "message" was destinated to the SQUAD team. Make your game better, more faster, listen the community and the ton of modders that make your game more enjoyable, and that's it. Sur çe ... (because I'm french language native) ... SY (means see you, or see ya, as you prefer) LKS
  14. @Red: are you sure ? Seriously ? As I said before I was waiting a very long time for the 64x version (and yes I know, the Unity engine is not yet ready and blablabla). Just because I hoped a "up" in the performances of the game, due to the fact that *maybe* in the 0.23 version the game was not exploiting the possibilities of my machine (as I said, a GT70 MSI, full options) I was wrong. This game is "at least" more unplayable than before. An example ? I had to manualy edit the persistent.sfs, coming from my 0.23 saves, just for what ??? Because in 0.23, the mode I set was science, so called "CAREER" and guess what ? In the 0.24, "CAREER" means with contracts, funds, and blabla. Just because the *ancient* name is now "SCIENCE_SANDBOX" ... what the hell is this ? So it was just impossible for me to launch a new ship because of ... money. Is it funny ? Do poeple really agree with the fact that an old save in an old version become "incompatible" ? Why they did not call the new version of the game let's say for example "CONTRACTS" ? Or whatever ? Is it "normal" for a "lambda gamer" to have to edit an old save game to continue to play "as it was" ? Sorry ... its a bug. And everything is the same. Performances ? NOPE. Gui ? NOPE. Plugins manager (because it is oriented to) NOPE. So, let me smile and play another game, still waiting. Maybe I did wrong because I taught this topic was dedicaced to the developpers of the game, let's say as an "open letter to the developpers" ... But I think that nobody from the SQUAD team is reading this, so, we loose our time. SY LKS PS: I'm not a Youtuber, but if you have doubts see other videos. When I said the game is SLOW I was not wrong. That makes this game UNPLAYABLE, and that's all (I was ot talking about mods, even in vanilla, it is just ... slow and borring)
  15. @Whackjob and others: Sorry but I don't play "vanilla" ... I have a base on Minmus (thanks to KAS, Launchpad and so on), a TON of ships, satellites and so around moons and Kerbin and I just do not want to play this game as a "launch", "get science" (or whatever) and "come back". As this game was a promise to do anything "else" (just limited by your imagination) it just failed at this point. Why ? If you want to play sandbox, or just science, or eventually with contracts and funds, that's not the problem. The REAL problem is that instead of trying to make the game more playable (in terms of performances, gui, and to handle mods) no, they did "contracts and funds" as a "new splendid improvement". Bulls*ht. I've been waiting for the 0.24 a very long time because the promise of "64k support" and such, and ... nothing. The game is even slower than before. Is it an "improvement" ? I do'nt think so. SY LKS PS: and the 0.24 also hangs my computer a lot, or crashes, and *tout ça pour quoi ?*
  16. You know what ? I just don't care. And I will try to explain that with some (but not all) points: 1° Your game is SLOW ... did I say slow ? Nope, I said VERY VERY VERY SLOW, and thus, VERY BORING: - loading time is slow - switching between screens is even slower - who did the interface ? just to leave the game you have to: 1) go to space center SLOW 2) exit the space center SLOW 3) in the "main menu" (you call that this way ?) do back SLOW 4) click exit game SLOW and *enfin* 5) confirm you want to quit SLOW again ... are you kidding ? - same for launching the game ... 1) start the game SLOW 2) select start game (oh yes ?) SLOW 3) resume game SLOW 4) select one of your saves SLOW and *enfin* 5) launch the game you just wanted to continue SLOW (is it normal to take at least 1 min to show up a splash screen such as the KSC which is just a picture with some "clickable zones" ?) Do you know that in every game the first principle is easy launch and easy quit ? That means that when you run KSP you should have a menu displaying "continue last game" (or whatever) and when you press for example the escape key a "save and quit" ... do you know that ? I think you don't. Same for settings ... why can't we change ALL the settings (keymappings etc) once ingame ? Let's say ... give me a try ? I loose. And the most important thing is since your "last version" (0.24 aka, 64bits) it is even worse. I have a MSI GT70, with full ram, 4xcore etc) and it just DO'NT WORK. It takes minutes (real minutes) to move a Kerbal from a place A to a place B, distance ? Yep, 5 meters, let's say. Same for vehicules, ships, etc. Do you think poeple love that ? I do not. Instead of trying to improve the performance of this game you did the wrong, so point 2: 2° seriousely who cares about contracts and money ??? - I do not pretend to be right but for me and if you follow a LOT of KSP vids on YT, you will see that the principle is to have fun, to builds rockets, to explore muns and planets, to have orbital stations, docking stations, bases, and test and try different concepts within the game physic (such as some stange copters and so on) - You just broke all of that when including contract (what contracts ? there is NOBODY on Kerbin except the space center ? did you see "towns" or "factories" elsewhere ? Nope, I don't) - Who cares about money ? Are you an american biznessman or what ? What a lot of us was A DREAM, can you understand ? A lot of us dream about visiting planets, the galaxy, or why not other galaxies (see the Scott Mandley videos for example on YT) ... Do you really think that "money" is in count of that ? Poor guys :/ I play KSP in (old) career mode. That means I have to collect science. It is fun, a challenge, and so I do not have "all my cards in my hand" at the begining. But your contracts and your money ? Sorry, I don't want that, I just want to experiment and explore, and make my own ships, and base, and pilot skills, hoping that one day I will be able to share that with others (waiting for multiplayer) 3° the community - did you realize that without all the community and their work and mods your "game" is just "unplayable" ? Without for example MechJeb ? Or any navball improvements, any addons to build your craft in VAB ? Any plugin that allows you to save games, select a target (targetron for example), ways to display and transfer resources and/or crew etc ? Not spoking about multiple usefull parts, and of the resources mechanism (such as KAS, Kethane, Launchpad, etc) so: - what did you did for them ? NOTHING. At the worse you did nothing. At the best you did the worse. You moved to "curse", I do not know if it's a financial impact for you, but, if it's the case, it's a shame. I tell you. - Why ? Because you are loosing a lot of poeple beleaving in you. Let me explain this: --- KSP is the BEST space game ever known (and I think it, I've been trying a lot of, no success, and I will NOT give their names) It is the best because you can really make your very own ship, customize, travel, make plans and bases, forget something,get crashed, or, at least do what you wanted to do) ... I do not like space games where you have a limited number of "pre-designed" ships and all you have to do is changing their weaponry, shields, etc ... no way But, if I have advices: 1° improve the global game performances (is is normal to slow down to 1 FPS ?) 2° forget the money and contracts 3° say thanks to the modders, and please, offer a tool such as Nexus Mod Manager (why to not call them ?) which is really a GREAT tool to manage mods 4° say double thanks to the modders, because without them (and also the youtubers) your game is ... lost (that will be a pitty) SY LKS
  17. Idem, I'd like to have this mod which seems to be very good ... the same for a lot of other ones. What is Squad doing ? They just deleted a lot of great mods pretending a transfer to Curve. That's a total non respect for hours and hours of work for a lot of modders. That"s a real pitty. I do not agree with that. Maybe it's time to talk to the Squad Team ? Do we care about "contracts" ? Seriously, we don't. There is a lot of things to improve in this game to make it more playable, and thanks to the modders. No mods, no game.That's the point. LKS
  18. Hi there, Thanks for your replies, I now understand how to handle Expandable Containers Did not try to test them with FAR (that I don't use) but with the Godspeed Pump they work very well (if I transfer ressources to them they inflate, indeed). But are they not a little "cheated" in term of RocketParts you need in order to build them comparing to the original EPL ones ? (not a real problem in fact, just a question) Another question: is there a way to remove the boring "breathing sound" coming from the Compact Launchpad ? Maybe it comes from EPL or even the game (I did not found any sound file, just few options such as sound_vent_medium = engage in the EPL launchpad2 config file that I did not try to remove at this time) but I'd really like to get rid of them (or change them). Any clue ? LKS
  19. Hi there, Great mod, I use it everytime I can but it only works for stock parts at it seems. Does anyone knows how to make it work with extra parts such as those coming from other mods ? I thought finding files let's say textures files divided into three layers (so easy to edit starting with any original texture file) but _Paint files are completely sealed at this stage for me. Are they a kind of .mbm or even.png format ? (that the game handles perfectly) or something completely different ? Enjoy your flight. LKS
  20. @undercoveryankee: Nope, that didn't work for me, no GSP options in the PODs at all. But I think (and hope) that this one *should* be the good one: // TWEAK FOR PODs @PART [*]:HAS[@MODULE[ModuleCommand],!MODULE[GoodspeedPump]] { MODULE { name = GoodspeedPump } } I've been testing with a BAHA Launchpad + Mk1 POD + EPL RocketParts Container and that sounds pretty well. The BAHA Launchpad is also a POD and has an empty RocketParts Container included so I transfered RocketParts from the EPL Container to it (playing with the levels because there is no direct option for transfering in/out) and the same between the two PODs for electricity such a way that the BAHA is pumping from (and so stay full in priority) the MK1 POD. I think this works and had no strange behaviors in the GSP menus this time, and the Module Manager seems to have just added 20-30 patches which is I suppose is a reasonable number for all the PODs I have at this time in the game, including those from a good number of plugins Hope that helps, LKS
  21. Hum ... for a mysterious reason there seems to be a problem with the .cfg file I posted just above for the PODs. If I build something like MK1 Pod + EPL Ore Container (just an example) the GSP options (in VAB and Launchpad) are duplicated (so 2x Level, 2x Auto Pump etc) ... And I cannot have any access to the Pump Options window (displays just a part of the window title bar and nothing else) I don't really understand why, because the EPL Containers are NOT ModuleCommand ... But maybe it's a problem with the Module Manager (it added 2x patches at game launch) or my config file, I don't know. So, use it with care, or not at all (what I did ) Enjoy your flight. LKS
  22. Hi there, Great mod, and I really like the look of the Drills, the Compact Launchpad (very nice) etc but I've a problem with the Expanding Containers ... They seems to have no surface attachment at all ? I cannot attach them radialy to any other part nor attach radialy anything to them Sometime they seems to agree to "encompass" another part let's say an EPL Ore Container but on the launchpad everything is dancing and more often crashing ... Am I using them the wrong way ? BTW what is the exact purpose of them ? Just empty containers ? Because with let's say a mod like Godspeed Pump you can empty the EPL containers in the VAB, before a launch so what's the point ? LKS
  23. @Spanier:Instead of what I said before, try this: Make your own config file let's say: /GameData/Spanier/GoodspeedPump_POD.cfg with the following code inside: (don't forget to remove the MK1 old one if you already implemented it) // TWEAK FOR PODs @PART [*], MODULE[ModuleCommand], !MODULE[GoodspeedPump] { MODULE { name = GoodspeedPump } } That *should* implement the GSP to any of your PODs even those coming from other plugins (if they are ModuleCommand PODs) ... tested in a couple of minutes and seems to work perfectly well, again. The best thing is you can choose what ressources you want to transfer, or not, using the "Pump Options" in the menu. For example you can transfer only the MonoProp from one POD to another, but not the Electric Charge. Did I said this mod is GREAT ? Yes, I did Enjoy your flight. LKS
  24. @undercoveryankee: yes I understand what you mean. For the example I've been testing with the "modified" MK1 Pod (see above) and so my stack was: MK1a+Lamp+KAS / decoupler / another MK1b+KAS 1° In the VAB I assigned no EC to the first MK1a (pump and balance options set to no, just right click on it to lower the EC level and set the options so it is 0/50EC and the second one MK1b is still at 50/50EC) 2° On the lauchpad I set the options of the MK1a and MK1b to yes (pump) and yes (balance) ... So it pumped the EC from the MK1b until they reach 50% each (as they do have 50 EC, that means 25/50EC each one) ... works perfectly, again. 3° I decouple the MK1b and burn all my EC with the first one MK1a using the lamp so they are now 0/50 and 25/50 respectively. 4° Then I jumped out in EVA and reconnect them with a KAS Pipe so they are now considered as the same ship again. 5° Now they are both at 12.5/50EC each. But that's not you wanted, is'nt it ? 6° I used the pump level, and set the balance of both MK1 to no. Now, with a level of 1 for the MK1a AND a level of 2 for MK1b, MK1a will drain all the EC from MK1b ... result is MK1a: 25/50EC and MK1b: 0/50EC. Perfect for a flight, is'nt it ? @Amaroq: No problem, as I said those config files are free to use. Let's thank the creator of this great mod, the MM creator also etc etc (what a big list) ... But the point is: maybe it is up to the creators to decide themselves if they want to include some config files in their distributions, or not, don't you think ? Enjoy your flight. LKS
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