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Everything posted by autumnalequinox
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Love this mod. It gorgeously fills a need without over complicating things. Plus it adds a great progression to the tech tree (keeps you from launching IP probes until you have played around in the local system for a good enough time.. no Voyager before Apollo). I've gotten a few hair raising moments, as well (coming up on node, praying that I can establish comm with a relay system on the wrong side of the Mun... then.. just in time!!!). Also I've noticed it works well with MechJeb. Programmed operations will still function without a comm link, allowing some remote-techish programming for probes. Can't wait for what's next!! Thanks for the awesome.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
Everything seems to work so far. Or not work, bwhaha. Just getting into my early launches but the config menu is there, no crashes or warnings or such. - - - Updated - - - (by no crashes or warnings haha not the mod but my computer. because crashes and warnings are a good (??) thing here). -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
I'll give it a test. You really don't have to do that.. at this point I think it's mostly sheer laziness that is keeping me at 1.0 (i think maybe just 2 or 3 critical mods I use haven't switched yet). Thank you, though - - - Updated - - - (day off work, going to re-watch Apollo 13, perfect companion to an unpredictable new career game with Dang it) - - - Updated - - - Ohhhh and here's a question for fans of the mod: Anybody had a genuine Apollo 13 moment? Critical failure at a major maneuver node or LS failure or fuel leak that only creative work-around or backup systems save the day? I had one where I literally landed my pod with 10 seconds of O2 remaining. I had to burn hard and barely survived re-entry. - - - Updated - - - (oh and one more: I lost my main battery and had to keep switching my pod power on and off, using the life support mod's short grace period on power loss to make the final plunge. I also had to kill everything that was draining power.. it was very much a A13 moment) -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
yay time to start a new career mode Squee!!! I'm being weird and still on 1.0 with various fixes until all the mods update. Is it safe to use with 1.0? -
[1.1.2] Kerbal Inventory System (KIS) 1.2.12
autumnalequinox replied to KospY's topic in KSP1 Mod Releases
I recently picked up this sweet mod and was wondering.. I see that both stock struts and fuel lines can be placed in inventory. Using only KIS, can one attach them and will they function? Could I move fuel or reinforce a structure? -
[1.12.x] Community Tech Tree (August 13)
autumnalequinox replied to Nertea's topic in KSP1 Mod Releases
Let's say I wanted to play a super-duper ultimate MEGA career mode (gonna do that next). Would picking up all of the official mods (I have some already) fully flesh out this gorgeously massive tech tree? -
Ohhhh yeah. After taking nearly a year off of KSP I'm so happy all the good mods are still here. I started a test career game a few days ago and realized something. When using KCT, I built "series" and "classes" of rockets. I organized everything. I had light lower stages, medium upper, command pod/service configurations, etc etc etc. All nice and neat. I even had a special "rescue" detachment of older but capable fully constructed launch vehicles standing by for emergencies. Perfectly planned and executed missions were the ultimate victory. Getting that last component built before a major transfer window passes is my idea of intensity. So for these few days without KCT my designs have been a mess. I mean.. when ships can be built instantly and tech researched in seconds, organization doesn't really pay off. Things get "gamey". I have a new design for every mission. I quickly forget which designs were successful enough to warrant a multi-vessel construction queue. No rockets get honored with my "special" names I reserve for workhorses. It's like the a part of the soul of the game was sucked away.. This just shows you how much KCT fundamentally changes the entire game. It's wonderous..and especially for those like myself that prefer the design, planning of missions, and progression of a space program over flight sim. Wonderful mod as always magico, and thanks for all your hard work and labor of love. KSP wasn't quite my dream space game until this mod.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
Good answer!!!! Just think, maybe in a few decades before we get too ancient we will hit up one of a hundred or so small sub-orbital tourist agencies. "Yea so.. Kerbal Space Program. Remember that?" and the owner will be like "Holy crap that's what got me into rocket science and spacecraft design. You said the magic words. Big fat discount for you!". Yes. It will be our secret handshake. - - - Updated - - - (just don't tell them you designed a mod about blowing spacecraft up) *wink* -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
Gods I wish I could get straight to the relaxing part. I know I have it in me because same thing happened when I rode my first coasters and flew in my first aircraft. First few times, and then it just became soooooothing. Sweet sweet G-forces. Give me about a year. ($ more then anything) There is actually a skydiving school literally 5 minutes from my house, I watch them go up all the time. My biggest fear is getting totally hooked on it. Congrats on the license! I'm guessing I know that answer but: Affordable commercial space flight. Say affordable but like 5 to 10 years of saving $. You go? -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
HOLY CRAP SOOO JEALOUS! You look like you are having an absolute blast (and saturated with sweet sweet endorphins). Well whatever troubles lurk out there at least you have that jump (jumps??? i'm guessing others because you are solo) to think about, . One day I totally want to do at least one before I die. Best thing I've done in the sky is co-piloting a lil piper cub as part of a "junior test pilot" program. Hey maybe one day in crazy alternate universe I'll take you up and you can jump out of my perfectly good airplane. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
Good to see you again Ippo! Don't know if you remember me or not. I've been gone about a year now made a promise to stay away from the Green Space Crack until release I've been stalking the forums dropping in on my favorite modders and seeing who's still here. I hope all is well! -
Is anybody else having the problem I am? I downloaded the newest 0.24.2 compatible (finally!) KAS, and when I have the PackRat parted out in storage containers.. welp upon unloading each part responds as though it is a container (only option are "release" and "drop"). And once dropped, they instantly explode. No option to attach. It seems others are assembling these things without a problem. Curious..
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[WIP] [Dev thread] Dang it! A random failures mod
autumnalequinox replied to Ippo's topic in KSP1 Mod Development
Ooo sorry I got back to you so late! Sounds good to me Those tank leaks can be murderous I like them to happen VERY rarely, otherwise I risk a panic attack. I have sat at my desk pulling on my blanket just hoping they don't go sometimes. Next career game after 0.25 comes out is gonna be iron-man, no save, hardcore, so any reduction of anxiety is a good one -
oh please please please let this end up being called the Asteroid Kerbalization system I want everything to just be the _ Kerbalization System. I am a Kerbalization System If it comes in second, it should totally be called Asteroid Recycling Technologies: An Asteroid Kerbalization System. Compromise!!!!
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[WIP] [Dev thread] Dang it! A random failures mod
autumnalequinox replied to Ippo's topic in KSP1 Mod Development
I just went over the list... based on experience (been using Dang it for months now wee!!).. could tanks be reduced to unskilled? I consider tanks one of the most crucial, mission destroying, messed-up'ed things that can happen. I also see them as the simplest fix due to severity. The other values I like. This is based on the default failure rates, which I have not messed with. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
autumnalequinox replied to Nereid's topic in KSP1 Mod Releases
I like THIS! I've been working on something similiar...an "RPG mode" where I am going to run games with different nations in career mode, but hell I was just going to put everything on paper. I will totally borrow some of those if you don't mind -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
autumnalequinox replied to Nereid's topic in KSP1 Mod Releases
I love this mod. My little Kerblings finally seem to have stories to tell. I even use the custom ribbons to build backgrounds for them, like "Veteran Naval Pilot" and "Top-Gun from the Pancake Wars" (my Kerbin history has Pancake Wars, they were brutal ) and other military titles. I also use them to create astronaut groups, which inevitably end up being commanded by the Original Three. Small feature request: Possibly the ability to get a small paragraph for each Kerbal to write a background story? I do it with the ribbons but it could be interesting, especially for weirdo role-players like mwah. -
Whoa.. ingame terraforming????!? If this can be done I will have your babies. Talk about the ultimate end-game. I mean we have colonization, resource extraction, and off-world shipbuilding. I mean this would just be icing on the cake. I know we would be dealing with some CRAZY large resource counts, but starting with basic impact terraforming sounds great. I could see going a KSPI route and maybe creating MEGA-RESOURCES, like a new count system for extraction (10 Mega Oxygen = 10 million O2 units), maybe with a sweet awesome compressor tank that weighs a ton but uses wobbly gobbly space-magic singularity to compress them for transport.. maybe have a Terraformer that you plug into that then calculates resource mass off-loaded and makes changes (increases atmospheric density by a small fraction, stored in a planet save file, which will reflect in science experiments). Just an idea for how to integrate it into the game itself.. of course there would be dependencies on resource mods (maybe Community Resources, MKS/OKS or kethane). But I could see how it could totally be done. OMG sorry, I swear I haven't thought of trying to do this.. too bad I haven't coded in a decade.
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
I seem to be going nearly totally realistically now, with unmanned missions being the bulk of my exploration, and manned being huge wow afairs with tons of planning behind them (I also use TAC life support, so I can't just fire-and-forget my poor Kerblings). But long unmanned probes tend to eventually get wracked with so many critical failures they become useless... just like real life!!! Of course u can't beat science brought back, so i tend to launch 2-4 unmanned missions (orbiter, orbiter with more advanced packages like scanSAT, then lander, then rover or second lander) to scout a world before the manned mission. Then I begin to build permanent infrastructure (emergency station, research lab, OKS self-sustaining) and finally mining/colonization. These wonderful mods totally turn this into an exploration/colonization strategy game, which is SWEEEET. Why didn't anybody think of this before??????!?!?