-
Posts
380 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by autumnalequinox
-
Thanks! Here's a few possible example "scientific mysteries" for some of the Kerbol bodies. Minmus: Where did Minmus come from and what exactly is it made of? Mun: Did the Mun form recently (the Kerbin basin) or long ago? Kerbin: When did the Great Basin form? Did the impact destroy all life in the past? Moho: Does Moho have cycles of volcanism? Eve: Does Eve have some form of exotic life in it's strange oceans? or How did Eve get it's strange oceans and atmosphere? Duna: Was Duna once habitable? or Does Duna have trapped water under it's surface? Laythe: Does Laythe have life? Etc etc etc. Each body could have multiple mysteries, one chosen randomly per game. Some may even link to each other.. say if you get the Mun formation from Kerbin basin you will automatically get the Kerbin Basin mystery as well. These are just examples. They would of course be a bit more Kerbalized.
-
::grins manically:: yay I started a few career games but actually had to impose an artificial limit on myself. After making it to the mun I look at my clock and it's Day 15. I'm like.. WTF. So I started time warping after each launch to keep sane. Yea instant build feels weird. Plus I lose my only reason to build SSTOs eventually and that's as quick launch rescue ships.
-
This is an idea I suggested long ago for feedback purposes and haven't seen anybody take it up. I was going to try to make the mod myself but life got in the way. There's still a chance I might give it a go but my experience with C# and Unity is null. So it's simple. Instead of Science points merely unlocking tech they are also used (and fill up a % or progress bar) for each individual planetary body. Milestones become unlocked the more Science is gathered (from various biomes and such). Perhaps at 25%, 50%, 75%, and 100%. At each milestone some new, interesting information is gathered about the planetary body with the final result being more complete knowledge. Real life example: Our work on determining if Mars has had past life or even current life. As more research is performed, more information comes in. Ex for Mars: 0%: Visual evidence of ancient water flow, rivers, etc. 25%: Discovery of possible flowing water and ice. 50%: Chemical confirmation of water currently in addition to organics. 75%: Complex organics discovered, large underground liquid water source. 100%: Past life confirmed! Fossils discovered! There would be some randomness to each planetary body. Each may have numerous forking paths to different discoveries, making no two players have the same discovery. Essentially, at first each body will have an associated scientific mystery that will be slowly uncovered. (Mystery will be chosen from a list for each body, then the discoveries chained together. Some discoveries may work for multiple mysteries. This I have worked out a bit already and it can reasonably allow 3-5 mysteries per body, using about 32 possible combos of discoveries) Rewards will be given in Rep and $. The % will work from total possible science points from each body. (not 100% total, maybe 80-90% to prevent crazy grinding). Future possibilities include integration with other science mods, allowing specific instruments to accelerate the progress (if instrument detected and used, it adds bonus to to discovery % beyond science points). Also future possibilites include a full-on Research Program where Kerbal scientists can be assigned to certain mysteries to accelerate them and be rewarded with Exp! Downside may be the Kerbal cannot fly missions. If this intrigues anybody let me know. If any modder with more experience wants to take this lil idea up go for it. Summary: *Planetary Body X*. *Discovery Progress*: x%/fraction of science points *Scientific Mystery Progress*: x%/total science points 4 Discoveries per Mystery. Uncovering mystery gives Rep + Funds based on planetary body importance plus a Congrats message!
-
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
autumnalequinox replied to RoverDude's topic in KSP1 Mod Releases
Not sure if this is intentional or not but the DERP solar panels only seem draw power from one side. It's not a huge deal as I know they are simple, early game solar panels, but they have cells on both sides so I wasn't sure. There is a chance some weird probe part is blocking them (just not visibly) I haven't done extensive checking yet with other probe designs (i use CTT and love that I get them early in the tree so I've started using them for probes and as backup power systems). -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
autumnalequinox replied to Nereid's topic in KSP1 Mod Releases
Anybody else use the included ribbons to create nations of origin for your Kerbals? I'm not sure where the flags came from but I love how they "Kerbalize" different countries. I create a very international team and award a few various ribbons such as test pilot and such to give my Kerbals some "background". Also: A fun thing to do. Create a Space Race scenario (mine is always KSA united vs. the russia analogue) and when you rescue stranded Kerbals I turn them into "defectors". I give them national origin flags of competing nations just for fun. One more for RPers: Use the accumulated "mission time" info to determine when you retire your Kerbals. I set mine at 350 days mission time (accumulated). After that I create a custom "retired" ribbon and no longer use the Kerbal; excluding big missions where they are brought out of retirement (such as colonization). -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
autumnalequinox replied to Nereid's topic in KSP1 Mod Releases
Haha you know I have gotten this mod with every update and I also do this every. single. time. It's not your fault at all, the path is clear and everything. It's just after mindlessly manually installing a bunch of mods I always go: huh? that's weird. two folders. and "fix it". then realize what I did and fix that. -
Since this is the big one, the long-awaited 1.1 with x64 I decided to finally, finally get all the part packs I ever wanted. I'm actually giddy with excitement. This is the first time I've felt this way since I first got the game and learned about the wonderful array of gameplay additions. So does anybody else take advantage of a new version to try new, interesting mods? Does anybody do something radical like change the game's focus? (say, going more flight sim and less engineering; or trying out a colonization or future tech mod?). I'm making my own game a bit different this time. I am sampling some new dishes and tossing out some old, as well as keeping my old standbys that keep my core play-style intact. Any other long-term players out there that like to make the game different with each update? It definitely keeps the game fresh and new for myself. I like getting this feeling back. For those that don't use mods: Are the updates enough to keep you coming back? Also: Did anybody skip the last update or two to wait for the big One-One like myself?
-
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
autumnalequinox replied to Nereid's topic in KSP1 Mod Releases
I just want to say: Thank you for this mod. It's one of my must-have for a career game (and I am just starting my 1.1 career game and i restarted when i saw this updated). Gods it fleshes out my Kerbals so much better then an exp bar. I love the custom ribbons and being able to create nations of origin and background info for each astronaut. This is the best thing ever for an RPer like myself. Thank you again! Time for my test pilots to compete for who gets to be first! Yay!! -
I also support this. I wanted to do a mod on a similar line years ago but it never got out of the drawing board. I also kicked around the idea that science is gathered as pure research (as in, each planetary body has a certain threshold for levels of knowledge.. each milestone unlocks a secret of the planet). I think this idea could be integrated with a mod like KCT where you can actually "store" parts for use later. I know magico (the author) was building a framework for adding mods on top of KCT but he/she got busy with school.
-
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
Count me as somebody totally interested. Both Entropy and Dang it are perfect for a mission planner/ship designer focused player like myself. Longtime fan here. I love me some Apollo 13ish craziness. And both these mods have given me some of the most interesting games and force me to design spacecraft with redundancy in mind (and Entropy finally makes me install a launch escape system! you never know ) -
I opened the debug menu and it stayed stuck open. Clicking "Exit and Save" just keeps forcing the menu to scroll to the top. If I quit and save the menu is still stuck open on the KSC view. However, closing the game entirely and re-loading gets rid of it. Anybody else had this problem? Oh btw love the mod been using it for years and I'm glad it's still going.
-
Support your Hard Working Modders!
autumnalequinox replied to autumnalequinox's topic in KSP1 Discussion
Indeed! Squad is being cool. I have a feeling as time goes on other companies ::cough:: steam ::cough:: will start allowing donations only if they get a cut as well. And then likely donations will become pay-for-mod schemes (and all the headache that generates...). So let's keep this system well oiled because something ugly may be around the corner for other modding communities. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
autumnalequinox replied to Porkjet's topic in KSP1 Mod Releases
omg so happy these work. These engines are so radioactivlicious. -
I've been away for awhile. After much frustration with blowing the RAM limits previously I decided to wait until 1.1 and x64. I even built a new PC in the meanwhile (yes, KSP was my primarily motivator otherwise..shhh). So I return to see many of my favorite modders still cranking along, as well as some that have left and a few that even got HIRED. (kell and roverdude I believe?!) With the community no doubt growing I think this is a good time to remind those of us that have been here since early Alpha that we should kick a bit to our hard working modders that make this game so much richer. Think about it.. we got a great deal years ago. So what's an extra 5 or 10 bucks to show our appreciation? I think everyone that got this wonderful game back in early alpha and enjoys mods should pick your favorite authors and give a lil. Just to show them you appreciate the hard work it takes the update mods to a new engine. Many are students and would no doubt love some extra money for caffeine and sweet, sweet Snacks. Think of this as a sort of pledge drive. No pressure or guilt. Even a thank you would probalbly be awesome (instead of bothering about updates). Remember, these gals and guys put in serious dev time as a hobby and most aren't paid to do it, so THANK YOU ALL. (as a former modder myself: I know deep down it comes from a love of the game and desire to add a personal touch to it but I just want all the hard working mod authors out there to know YOU ROCK and help make this game the awesome, personally customized experience it was born to be.
-
Thanks for this mod! My last mission had a "UFO". Hadn't seen the clamp bug for awhile, but I kept seeing this tiny object whizzing by. Then Stage Recovery went crazy trying to handle these things flying back into the atmosphere. Yay no more UFLCs (Unidentified Flying Launch Clamps). Hunting and hunting for a solution and then found this mod!
-
The "You know you're playing a lot of KSP when..." thread
autumnalequinox replied to Phenom Anon X's topic in KSP1 Discussion
When you accidentally leave hand jotted notes around work with "cryo-tug version 1" and crummy sketches of new lander designs and orbiter configurations. it would look like something a little kid would draw except for the tiny scrawlings of estimated delta-v, weight, and mass centers.. And when you have watched From Earth to the Moon about fifty times because it's the only space show that doesn't make you scream at the television "NOOOO YOU GOT IT WRONG" -
Give us the configs and we will produce the presets. It could be as simple as introducing some randomness to funding, some conditions (complete x contracts per period, or gather x science), and maintenance costs. We can then play with the values and build a variety of scenerios we can swap and share. Whether it's a corporate board or the senate, in the end it's just math
-
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
@Paul: Totally agree. As per my post above. As it is, I had to remove the engine failure module (left coolant failure alone) because my probes could never fire their engines after the long drift. I tried tweaking the MTBFs but then it made my lifting engines too reliable. Being able to flag parts or expand to user inputed part classifications would be sweet. Would cut down on mod integration and allow us to set our own numbers. A simpler approach could perhaps be a tweakable that allows each module to have a low, medium, and high reliability module (so a low engine, medium engine, high engine). With all defaulted to medium. This way the players could set them based on how they want the modules to work. Not sure exactly but that would likely cut down on processing instead of having a custom module tied to each and every relevant part type (and keep our save files from getting bloated). Of course one could simply set everything to the highest, but what's the fun in that? = -
In my government career games, I use a simple formula: rep x 1000 funds per annum. Just enough to keep things afloat if I have a bad streak of luck (I play no revert unless bug, although KCT sims are ok). As launch costs increase it seems to balance well. Of course now I will be able to do away with another house rule, which is sweeet. - - - Updated - - - One more thing: while not eliminating contracts, this could be the thing that can finally bring some balance to them. Combined with KCT, MCE, and contract configuator, there just might be a good career game in there now. Something that has seemed to elusive to me I've started 3 new games since 1.0.4 game out and make my own rules and systems that I run in WordPad. But enough with the giddy gushing.. - - - Updated - - - oh and didn't realize we both brought this up like 10 mins apart
-
OMG: With a system like this, it would be awesome to run the program as either a private, commercial agency (Space-X) or a governmental agency (everyone else). Modifying the way the money flows, capital availability, etc. I'm a nerd I play different career games as either private or public, with different settings/house rules.
-
Magico, I love u I didn't even know something like this existed. I've been so busy lately haven't worked on my mod but I have been wanting something like this desperately. I run something similiar on top of my careers with manual editing and some formulas. Thank you for resurrecting this. I'm going to check it out and report back! - - - Updated - - - (will this be safe to install on top of a KCT career game in progress?)
-
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
autumnalequinox replied to Ippo's topic in KSP1 Mod Releases
@Coffeeman: Any plans for expansions of Dang it and entropy? It's been quiet around here and I love both mods. Tried to play a "lean" career for testing purposes and couldn't without them, had to cram them in again. Minor suggestions for future expansion of the mods: Sliders for failure rates and the ability to disable part failure modules. Based on comments and the sometimes rarity of failures it seems like this would be enjoyed for in-game tweaking purposes. I've been using Dang it since the beginning and muck around in the configs myself but others may not understand the numbers. Part quality and etc should be left to other failure mods I think. However, a simple way to represent "quality" and different from the other failure mods out there: A possible check against total Science gained, techs unlocked, or game time played and then an adjustment to failure rates. Simple and effective without ganking from other mods. I'd love to help but I'm still in the process of learning the mod process for a few projects of my own. But in time, however.. -
[1.0.x]Contract Pack: Base Constuction [v0.2.3]
autumnalequinox replied to CosmoBro's topic in KSP1 Mod Releases
I had a bit of an issue with the Rover Contract. I launched a rover to the Mun (where I already completed a scan). I left the rover in orbit and did some other stuff that came up on my Alarm Clock "checklist". I come back later to the rover to complete the mission and the parameters for "antenna", and "orbit Kerbin" are no longer checked and I cannot complete the mission. I'm going to try one more time with the focus on the rover the entire time and see what happens, just in case. Mostly because my rover is part of a 3 part vessel, an autonomous transfer stage, skycrane, and the rover, each with it's own core. I changed the core control a few times, which might have messed things up. If memory serves I might have lost the parameters when I detached the rover/skycrane. This time I'm going to control it from the skycrane only and not detach it until the mission is complete and see if that's the problem. If not, I'll post everything I have.