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Cychotha

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    Bottle Rocketeer

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  1. I really like this mod, and have been using it for some time now. i really appreciate the rapid iterations that you have been doing to make KSPI space planes a reality. That said, with the latest couple of releases I get 246 MM errors on loading, and then game loading freezes before finishing the loading process. I have KSPI installed but not RF. Thanks again for your efforts, and I hope to be flying some nuclear spaceplanes again soon!
  2. For me, after the update, the fuel tanks now have fuel in them, but the amount does not change... so if it has 800 units of ammonia, it will also have 800 units of LQDhydrogen. So filling a short bay with interstellar tanks will give me approximately 6 times the fuel as a long mk2 tank.
  3. np. Thank you for trying out my mod
  4. This is by design. The author of the onion model has reserved rights on his models and textures, so I cannot distribute them. In order to use this optional part, you need to download and install the HGR mod. Once the required mod is in place, the directory structure will exist and the part will appear. the same goes for the Firespitter part as well, though that part seems broken in .25 and I am waiting for FS to be updated to .25 to fix it.
  5. The parts.old folder just contains old, deprecated parts from earlier versions of BSL. It is only for use if you still have ships in flight that have parts from earlier versions of BSL, otherwise only copy the contents of the Gamedata folder to your KSP Gamedata directory. Thanks for letting me know, should be fixed now
  6. Oops, you are right, my bad, will fix it immediately. Thanks for letting me know
  7. Awesome undercoveryankee. Your post led me to a quick google search which brought up this thread that explains what you were talking about in a little further detail. following the instructions there completely fixed the problem I was having with FSanimategeneric. Thanks again
  8. If I tried to combine it in the same part as FSanimategeneric or with ModuleScienceExperiment/crewReport I would get the same problem as warp11 described, right clicking on the part in VAB/SPH would break right clicking.
  9. From my work on Better Science Labs, I have experienced that the stock Science Lab module does not play nice with other modules. Fractal is a much better coder than me, so maybe he can figure it out though
  10. Awesome I hope you enjoy it as much as I have in my live game!
  11. I have followed the terms of the CC license to the letter. 1. my work is licensed under MIT. 2. bac9's models and textures are distributed under his creative commons license.(i.e. the exact same license) 3. I couldn't license his work even if I wanted to, because according to CC, I would have to make a transformative change. Specifically I would have to remix, transform or build upon his models or textures, which I have not done. If you have any other questions, please read the license you so helpfully linked. I hope this clears it up.
  12. Some good points, as I said it can be tricky to use real world examples when talking about game balance. Let me give it another try, this time using a real science project to be more applicable... The human genome project involved thousands of scientists from dozens of labs, cost 3 billion dollars, and took over a decade to sequence 4 individuals. Today you can have your genome sequenced for a couple thousand bucks in a couple of weeks on a machine that fits in a closet. My main point is that things have to be balanced in the game somehow, I can't change the stock KSP science module so I don't break compatibility with other great mods like FinePrint, so the options I have left are build costs and tech upgrades. If anyone has any great, constructive ideas on getting better game balance without sacrificing any compatibility, I am happy to listen, but I am not going to make any changes that could cause any compatibility problems with any other mods.
  13. You can The two optional Labs have dependencies, but the mod itself which includes the 2m, 2m short, mk1-2, and mk2 Labs will work just fine if "dropped" into a vanilla game.
  14. A quick note on balance, since there has been some criticism of my balance choices. I know it's always shaky using the real world to talk about balance within a game, but here are my thoughts on it. An Alienware 18 notebook provides an awesome gaming experience and costs $5300, while a $1500 homebuilt PC tower also offers an awesome gaming experience. Both can play the newest games in the highest resolutions with the most mods. So the only real differences are that the Alienware is 75% smaller, 75% lighter, uses half the electricity, and uses more advanced technology (in my mind equivalent to a higher tech unlock) to fit all that performance into a smaller, lighter package. Plus it's almost 4 times the cost. This is similar to though more extreme than the balancing choices in BSL. I also realize that in KSP .24 funds aren't really a bottleneck, like they are in the real world. However, my reading of the dev blogs and other sources about .25, .26, and beyond, is that funds are likely to become a bottleneck in the future. That is why I chose higher unlocks and construction costs as my balancing factors. Plus, in mid to late game, electricity becomes an essentially free resource, with only the effects of increasing part counts and making ships uglier, the 2 main things I made this mod to help avoid, so increased resource use wouldn't really be within the scope of this mod, as I see it.
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