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Rhedd

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Everything posted by Rhedd

  1. So I'm just starting to experiment with how the new Kerbalism works, and I find myself confused by living space... First, how is Kerbalism supposed to handle expanding parts, like the gravity ring it comes with, and the expandable habitat modules in Planetary Base Systems? I see no difference in the planner to volume-per-capita when deployed. How is this supposed to work? Secondly, do I understand correctly that volume-per-capita is calculated from the size of the piece's bounding box? Is there a way to override this? Because I've noticed some strange volumes in some pieces, such as the ISS-style airlock from CxAerospace Station Parts Pack, which when attached to a 2 man lander can drives the volume-per-capita from 3 to almost 40! I'm afraid I'm just not buying this living space=volume thing. It causes oddities like the Mk2 cockpit having a much more comfortable space than the Mk2 Inline Cockpit, even though the inline version is at least as roomy, presumably because the bounding box for the standard Mk2 includes that long pointy nose. I use a lot of mods with living areas, and a lot of them are crammed with cargo, equipment, etc. that takes up a lot of their total volume. Without a way to adjust this in Kerbalism, nothing makes sense. Oh, and one other question on a completely separate topic... It used to be possible to define a waste ratio within a rule. Is that still possible? I ask because as far as I can tell, it looks like conversions such as Food->Waste and Water->WasteWater are 1:1 now, which is problematic.
  2. THANK YOU @Nice2Bee! I've found this is one of the mods I simply can't live without.
  3. Good Lord this is awesome.
  4. So glad to hear that this is actively being updated to 1.2.1! Can't wait!
  5. You've added some REALLY awesome stuff since the last time I downloaded this. Nice!!
  6. Oh thank goodness! Now if anyone ever fixes Improved Chase Cam I can start flying my shuttle again!
  7. Very happy to hear you say that. I'd much rather see new features added AFTER we have a working updated version of this indispensable mod. And if you were asking for opinions on the signal system, I agree with @podbaydoor. I think the new vanilla system is nice. No reason to replace it (at least not without the option not to) if Kerbalism can integrate with it.
  8. Yes, yes. I didn't mean to be so harsh, and I knew that ANY mention of the subject would get an inevitable flood of people saying "shut up, modders don't owe you anything", but I still (most politely) stand by my point. I do NOT think it's reasonable to demand that modders update their mods immediately upon a game update. (Read that part a second time.) THEREFORE they shouldn't intentionally write their mods so that such action is artificially necessary for the mod to be used every... single... time... a tiny update drops. I wasn't demanding that anyone hurry. @Streetwind is essentially correct in pointing out how much effort I would have to spend to fix this myself. However, that actually goes to support my statement, not shoot it down. It would obviously take a TON of effort for me to fix the problem that took at least SOME effort to be artificially added in to the mod in the first place. So much wasted effort! At the very least, we could all be testing the mod right this moment to see if there were any problems with 1.21 or, like all of my other mods, there were on apparent problems at all. However, due to the hardcoded version lock, we can only sit back and wait for the devs themselves to waste their time looking for any problems before spending their time updating the version check for what might very well be no reason whatsoever (or might be, but that's a different story altogether). I have a list of mods as long as my arm, and so far, Kopernicus is the only one of them that won't work. Again, my post, as I stated clearly, wasn't to hurry anyone because everyone's right when they say that isn't reasonable. My intention was to point out how silly it is to have a hardcoded version lock. I have a list of mods as long as my arm, and so far, Kopernicus is the only one of them that doesn't work, potentially for no real reason at all.
  9. @CobaltWolf Not to derail the thread, but the BDB LEM is a thing of wonder and beauty. No more cobbling together my own LEMs from hundreds of parts from thirty different mods! Now if I only had some 1.21 compatible ALSEP parts to go along with it. >_>
  10. That would be a solution. I play another game where all mods are version locked, but it's a simple process of opening the mod's config file and changing one number. Works almost every time. Still, I think a warning message like all of my other mods give would be sufficient. Willfully stupid people be damned!
  11. Not to sound TOO rude, but if a mod creator goes to the trouble of intentionally version locking a mod that would almost certainly still work after a tiny incremental update, then they have a responsibility to update it IMMEDIATELY if there are no necessary changes. I'm not hurrying them, mind, I'm instead suggesting they treat us like adults and remove the stupid version lock! (The above was written in annoyance after finding that Kopernicus is the only mod out of my HUGE collection that I have yet noticed a problem with after updating to 1.21)
  12. Me too. Makes me cautious to start using this since I can't ever get specific blocked parts back.
  13. This mod might not be as high-profile as BDArmory and Adjustable Landing Gear, but it makes it possible to actually fly a plane! I'm really looking forward to a working version for 1.2. Hope everything is going well with that.
  14. I sincerely hope you hear from him. I'm sure we're not alone in wishing this mod would continue being usable.
  15. I know you're waiting on BDArmory. Just wanted to say how much I love this pack, and how happy I'll be to have it back. Awesome work!
  16. Yeah, please don't put anything on hold unless you MUST. I was so happy when I saw this mod come out, but I never really got a chance to use it on any important missions before KSP updated and it was outdated again.
  17. I see. Glad to know the reason it happens so consistently. Although I've spent most of my 2k+ hours in KSP recreating the Apollo program with FASA and never needed even an extra strut. I've now had luck getting a carrier to sea by just turning on unbreakable joints before launching. One question, though; Why not just make the hull and bridge tower one piece? I don't immediately see a reason they have to be separate anyway. Despite the bridge falling off and the screws being extremely wonky when turned on, I should mention that this is VERY fine work! Lots of fun landing stuff on a carrier and recovery CVs were something I've always felt were missing from a proper space program.
  18. Same here. Bridge tower falls off every time, no matter what.
  19. This is really amazing. I agree with @V8jester, yet another mod I'm not going to be able to live without in the future. Thank you! Could you please consider putting it on SpaceDock so I can subscribe to it and keep track of it easier?
  20. Regardless of how it's done, it SURE would be nice to have dust included in this!
  21. Thank you so much for the update!! Driving is just SO sad without your mod. Do you think you could update your RCS sounds, as well? I know they're in the stock game now, but they're so quiet I didn't even realize it until someone mentioned it, and I like your sound much better.
  22. If you call that a sound. I didn't even notice until you mentioned it, it's so quiet and sad. I'd love to have the one from this mod back!
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