Hevak
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Hi, first of thanks to all involved in continuing to update and maintain this mod. I have a question. Back when the whole KAS/KIS split, or invention of KIS, however you want to put it, they were at one time both required for either one to work. I know that they are currently both stand alone mods. My question is how or what is the big difference between the 2 mods now? Why would a person want to use both mods vs. just using one or the other? This may come off sounding bad, but I mean this as an honest question. Ive pretty much always put both of them in my game, and im not a big user of anything any of these 2 mods ever did. I only just did some occasional attachments of parts in the field basically. So if someone can give me a pretty good idea of the differences, and/or the reasons to have both mods I would appreciate it. thanks
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What new parts should they add?
Hevak replied to Jeb-head-mug kerman's topic in KSP1 Suggestions & Development Discussion
You mean like my kerbin/mun tourist rocket that likes to end flying sideways though the lower atmosphere of kerbin return instead of keeping the heat shield facing the direction of travel. I just cross my fingers and hope it doesn't blow up . So if I had any idea how to use these I could probably find a use for them. Chances are I'd just make things worse though. Lol. Sounds very Kerbalesque to me. Wasnt som sort of "agreement" or "partnership" type thing with space X mentioned awhile back? Did we ever see what that was referring too? Could of swore sqaud mentioned it once in a dev note or something. Anyways, in my opinion I think anything that equates to what is currently happening with rocket parts has good reason to be considered for the game. It is after all categorized as somewhat of a learning tool, and people relate much better to things they recognize. I'm sure that's why we have a lot of parts resembling early space parts. Like say the just about useless stayputnik thing? Think I've only ever used that as a nostalgia type thing. -
We're not paying enough
Hevak replied to Vermil's topic in KSP1 Suggestions & Development Discussion
Short version, I think squad did a perfect job on pricing KSP for the most part. I think the regular price was in a good spot, and it makes people feel like they got a great game at a good price. And I'll definitely be checking out any game squad may make in the future. If you'd like a more in depth view off my thoughts read on... I'm very pleased and happy with the 20-30 USD I paid for the various copies I bought from steam. Would I now pay more for KSP since I know what it is and what is is like? Probably yes. Would I have paid more when I first bought it during the early 0.20 somethings? Probably not. I had never heard of squad and quite honestly the game was lacking a bit back then, and therefore was really unsure of the game and publishers. Which is the reason I bought a few extra copies for some people. i wouldn't pay any more money for things I think should be part of a basic ksp like maybe another planet or some parts to round out a decent space game, like maybe some more scientific things like telescopes etc. unlike some people though I'd be perfectly fine to buy some dlc to maybe go interstellar. I'd have no problem paying a bit more for a few more solar systems and the needed backend stuff to make interstellar or intergalactic travel a part of ksp. It seems reasonable enough to me since that would take a bit of work. And I'm all for paying to expand a game a bit beyond the original scope, which interstellar/ galactic could be seen as. I would not pay more money just to get some better rocket engines so I can get to jool faster than people who don't buy dlc. I am confused a bit about the op and the subscription part. I would just about cut off a finger to get all mmo's and the like to go back to sub based stuff rather then these outrageous claims of "free to play" and cash stores the industry is transitioning to. Charging me for every little thing that should be standard in an mmo. In fact I believe the moving away from subs is what ruined mmo's. But then again a lot of today's gamers don't really feel like working for anything anymore. And just want to be max level and best gear right now. I'm sorry I loved playing and advancing and having a character that you could just see them and go. Damn that player has been to some crazy zones and killed some crazy bosses. Also you had to actually learn to play games and your character back then. This is why I like ksp, you have to learn and advance yourself if you really want to have fun and explore. Now you just tend to find idiots in mmo's that ruin your playtime. Could some of the older mmo's been balanced a bit better for what was needed to really advance? Sure. But what was really lost in all of this was the Massively multiplayer part. The social aspect was gone, cause now everyone just runs around do there own thing. Even groups tend to be 5 random people doing there own things but trying to achieve and objective together. Any ways a bit off topic talking about mmo's for ksp. I don't ksp was ever planned or intended to be MMO style. I always understoodit as more of a multiplayer style a'la things like civilization games or Europa universal is etc. for several reasons.. Where friends could play together if they wanted.with the time and distance scales I see it being hard making ksp work in mmo style since that would in most cases need a persistent universe, and what happens to your craft that's on its multi day trek to another planet when you log out? How are you going to time warp to 1000x in an MMO with hundreds or thousands of other players in the universe? Or are you really seriously going to stare at your ship doing nothing for 20 or more hours to get where you want to go? So I think some of the concerns here are really unlikely to happen. All in all in am extremely pleased with my experiences with both KSP and Squad. And even though it's only here in the forums, for the most parts with mods and crafts it's a rather social place for people who love space, or ksp, or often both. Many threads on mods bring up real word events, or future ideas of tech and base themselves on that. And I have actually learned some interesting things from some people here. Ksp has kind of hit their market's segment right on point for the type of game they wanted in my opinion. Anyways time to go crash a space shuttle/ plane somewhere near the space center. Because I suck at landing those things. -
Should KSP have a Delta-V readout?
Hevak replied to bsalis's topic in KSP1 Suggestions & Development Discussion
Well having really accurate deltaV is certainly realistic and useful, I kind of agree having it sort of changes the game quite a bit. And I'll explain why. Though I must mention that I do use generally KER and/or mechjeb almost all the time now. but I remember when I first started, you kind of you know, did trial and error and then built off that. Basically you would get to orbit and then be like. Ok this got me to orbit so I need more to get to the mun. So then you'd kind of build on previous successes in a way which I thing was a much better way to learn to play within ksp. but the biggest way I think it really changed the game is this. Before I ever used a deltaV calc at all, I would play much differently as far as going to the mun and such. What I mean is that I would generally get into orbit, make my new maneuver to xfer to the mun and see if I had the deltaV (or burn time or whatever it is in stock) needed for that burn still. And all my xfer tended to be free return xfers so that if I got there and didn't have the deltaV needed to orbit I could still get back home. And as such it gave the game a bit of unexpectedness to it. Like getting to the moon and seeing The burn needed to orbit, do I want to chance it? Or is it too close? Hmmm decisions decisions. I think some of that gets a bit lost in a way. now, knowing I have the deltaV I rarely do free return xfers anymore because I know I don't need it, and stock ksp really has very little unexpectedness built into it. So I know my ship can get there, orbit, do whatever and return. Without flying that craft ever. Just build one, check the Dv then go. Nothing to it A lot of the fun of the unknown gets lost I think with having deltaV so handy. You know doing the free returns to be sure you could get back, or even the returns from Munar orbit that you set up to aerobrake you into kerbin just in case you didn't have enough burn left to bring your apo down once in kerbin orbit, and then enough to renenter and land. Some of that kind of gets lost once you have too much accurate information. So I'm kind of on the side of its better not having it, as far as the way it makes you approach some things planning wise. Luckily I'm just bad enough at this game that sometimes I still have to err on the side of caution and do many of the above things. And I still tend to overdo my craft because of this. I think this really affects the way many things in the game are approached by most of the more average players. Obviously with the better or more advanced players it probably makes no difference either way. Anyways just my thoughts. I'm not really arguing for on side or the other, just posting how I feel it has changed the game from my experience. Sorry I keep saying deltaV for when using stock. I mean whatever it is you get in stock, burn times or whatever Information is reported, and how much the maneuver set up takes. Like I said I use KER or mechjeb so I don't remember exactly how stock reports things. But hopefully I made enough sense people can follow my thoughts. -
This Is pretty much my view too.. And honestly I most of the time I don't even really want what they offer. I think it would have been much better if they let you just choose your own strategies by picking and choosing what you wanted and what you would sacrifice. Maybe that would be to hard to keep balanced though. someone brought up that it would be much better if the strategies were more rewards based and focused. As in we are going to focus on Munar exploration, or minmus say, and then you get rewarded things for achieving stuff in that focus. Like sending probes, landers, then actual kerbals. That would have been cool to me. And to be clear this was someone else's idea, I did not think of this and am not taking credit. This too. Once you've finished the tech tree no reason not too. But since I've switched to ctt I rarely get that far. I also use some mods that have ways to make funds within normal gameplay with bases and stuff. So really unless I screw up I find funds aren't all that hard. But I don't build too many monstrous spacecraft like some do, so I can understand others needing it.
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Revere thrust is a bit of a misnomer really.. They don't actually "reverse" anything.. They simply redirect the airflow through a series of like louvers in the engine housing which in essence creates drag to help slow them down, while at the same time reducing the amount of forward thrust being applied. There is no actual reverse thrust. I did not explain this very well. But many pilots have explained this. So while yes in a way some thrust is being directed forwards but it is not truly a " reverse thrust" of the engines. Meaning they aren't reversing the way the engine is operating in any way.. Note: I'm not saying anything is wrong with what you said Jeb1969, so while I quoted you I'm not directing it towards you in any way.. I just know quite a few people who think of reverse thrust have this idea like a plane goes in reverse like a car. So I'm not in any way being personal toward you. and im going to have to agree with those saying all parts. Every part here is unrealistic. Some may be a bit close to it than others. But even with as little as I understand I know that much of what goes on is just not possible at all. I do think that sqaud has done a pretty good job though on balancing between realistic and fun game. While some tweaks mentioned here may be nice. I don't think much really should be as far as the game goes. it would be kind of nice to get maybe an official pack of realistic type parts that work in the kerbal system, but I think this may be a bit better handled by modders. But I would mind a pack sort like the asteroid day one. But I think it would just require to many more parts. Maybe if they had optional configs and people could choose in options to go more kerbal, or more realistic and then all the parts change their configs depending what is chosen. Not sure how feasible that 2nd idea is though.
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If your posts were like this one then I certainly don't paint you as a whiner, I don't paint everyone who has complained as a whiner. It is one thing to say you are unhappy with what happened. It's one thing to say you don't like it. It is a completely different thing for people to trash squad and the devs, to outright insult people and try to to turn the community against each other, as many here are doing. Squad is not fracturing this community as many people are claiming here. The loud people trying to paint squad and steam as some evil entity doing this for some other reason other than it makes business sense at this time is who are fracturing the community. i absolutely agree this sucks for those who want to take part in it. Squad stated perfectly valid and reasonable causes for it only be on steam at this time. And the stated they are going to look into making this available in every way next time. Think of this as simply a small pre test to doing pre releases to everyone in the future. Maybe doing a pre release turns out to be a bad idea, or simply ends up not being useful for squad. Maybe even with just those few who do take advantage on steam it becomes an unmanageable cluster you know what. Generally forum users represent a small fraction of the actual users of a game. And still yet many people on steam don't care enough to worry about opt-in pre releases. And then some people don't want anything to do with pre releases to updates. So for anyone to act like squad is favoring steam players over others is just crazy, as many probably won't even know or bother opting in. As a steam user you have to know about this, and you have to seek it out if you want, otherwise you will never even know it happened. We should all be happy that squad is so active In communicating with its users. And be happy that they even considered doing a pre release which they have never done before. And maybe be hopeful this goes well and they can find a way to make pre releases possible no matter how a user purchased it. And no this doesn't mean you can't be unhappy with not being able to participate. People have every right to be u happy and state they are, in a reasonable and respectful way. Or we can try to turn this into some stupid thing of the haves vs have nots, and crap all over squad and steam including its users for some reason. And we can just be overly rude as a community and talk about how much money a person contributed to squad, or how long someone has been playing to prove who matters more. Then maybe we can end up like many game communities who end up realizing in the end that, "this is why we don't get nice stuff anymore" There is no need to attack and fling filth at squad for this decision though. And there is no reason at all to try and fracture ones own community over this, which is what many have been trying to do. and while I quoted you perry apsis I am in no way saying what I posted is applying to you specifically. Just throwing some thoughts out there, maybe some people can see more of the good that this presents rather then focusing on what they aren't getting soon enough that's all. We all need to try and remember that this forum could be a persons first introduction to KSP, before they even decide to buy it. This thread could be the one they first see since it's about a new update. "Hey let's see how new updates go around here"..........."wow people really hate the developer of this game, maybe I shouldn't buy it." Also some people may only buy a game from squads store, or gog, or steam. And if people want to talk about why they don't like steam, or why they don't think people should use steam for ksp, fine. But do not outright lie about things. keep in mind the longer this game lasts, the more copies squad keeps selling could very likely translate into a longer period of updates and improvements for KSP. The more successful this game becomes they more likely it could end up leading to a bigger better KSP 2, or who knows what kind of crazy fun game they people at squad could come up with. Or let's try to push or keep people away from this. And if people, want to let one pretty small thing ruin a great game for them I guess they can do that too.
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It's not out yet. 1.1 is only in experimental so what's in and not could change before release. Change log is only posted the day of the official release. Though there may be one for the pre release when it hits steam, hard to say what will happen with that since this is a new process. But it will definitely be posted once the official release happens
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First off great job insulting an vast amount of people in one swipe there. <golf clap> 2nd you are so off base with your assertions. In fact the majority of my steam titles do not require steam to be running at all to play. Most drm titles I have that actually use a constant drm are done through the developer and not steam. I run most of my games in offline mode, and they number in the 100's. Also no matter if it's steam drm or publisher drm, if the dm is pulled you are In the same boat. Its funnyhow the anti steam people who hate it and don't use it seem to think they are experts on how it's works. Also you may want to realize this game probably received a huge boost in popularity and by being put on steam. Without steam I don't think this game would have achieved the success it has. As according to steam there are over 3k people in ksp right now as I type this. So being a somewhat smaller game, and in ways niche product, how important do you think the over 3,000 sales squad got from steam helped them? Since out of all the copies sold there, there are 3k people still playing it right now. As a lot of people never make it through early access. And I'm sure many of the 600+ steam users that posted negative reviews aren't playing much. But what about the 27,542 positive reviews on steam from unique steam accounts? Sure some may not be legit. But I doubt it's many that aren't. And mind you those are people who left a review, what about the many that probably never left a review but own the game in steam? So again how important were these clueless ones in you having the game you have today? How much did these clueless people and the service you so seem to detest help squad in achieving their goal of making a successful game, and continuing to be able to support it? Now realize that you either activated a product bought elsewhereand laucnhed it through steam, or played it one a free weekend event (which I don't think ksp has had) or played it through they family share feature of steam (if possible) or outright bought it through steam to leave a review. Therefore since I only know three ways to get ksp which is through squad store, or steam or gog, which I think gog may be steam keys they sell, either way, let's cut that review number in half for arguments sake and say 13,771 people didn't buy through the steam, but 13,771 people did just as a guess. How much did that benefit squad and all of us? So im thinking you're the one lacking a clue.
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Since previous posters have established the precedent, here are my demands squad. People keep saying they only paid $15 for KSP, but I had to pay $30 each for the 3 copies I bought for myself and family. So I demand a check for $45. Just so we are all fair and even. But wait. squad failed to personally notify me of the early access release of KSP through their storefront, and due to this gross oversight, I was not able to play the game for over year, while other players were enjoying it. So we can call this even if you just refund my full purchases price. So just make that check $90. You know to be fair. It so not fair people were playing this so much before me. though I'll make a compromise just give me double the content of what everyone who paid $15 for their copy has. More planets would be nice. But only for me. You know to make us all fair and even. Since I contributed more and matter more. also since I clearly became an investor in squad and am now part owner of squad through my purchase, we need to discuss why my profit sharing checks have not arrived yet. Depending on which choice above is taken,we can just take my $90 you owe me out of my profit share, since it's all my money anyways. also it's about 7:00 here in SoCal and I'm feeling a bit hungry. Since I own you all now, please send your best culinary person over asap to make my dinner. also pick those low scrubs on the totem pole and send them over to clean my house as well. Since you know I own you now. Thanks. I'll be waiting.
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Thanks to both of you for the responses, and just confirming taniwha.org is working. I got it downloaded again. Thanks for all the work on the mod as always.
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So I can find no way to download this mod, the taniwha.org link on the frontpage won't load at all in the browser and I see no other links to download this mod. I've used this many times before and I'm trying to update for 1.05 finally. Any help would be appreciated thanks.
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[quote name='Sequinox']But there can be rules to prevent such a thing. [U]-------------------------------------------------------------------------------------------------------------------------------------------------------------------[/U] [U][B]Example:[/B] [/U] Rule [I]x[/I] : Roleplaying is allowed in the Rocket builders forum only. When roleplaying you must still abide by the rules. [U]------------------------------------------------------------------------------------------------------------------------------------------------------------------- [/U] It's really simple to just ban this action.[/QUOTE] Its simpler to just ask that no roleplaying happen here. its not about it being simple to just ban someone that got carried away roleplaying. whats being lost in this whole discussion I think is this. It cause more load on the moderators, which at times includes the squad devs. Many People have exactly the mindset in my above example, it's just make believe roleplaying. Overall this always causes more issues to arise because people treat it as such. Other people don't see it as roleplaying, and eventually the line of true insults or roleplaying gets blurred, then disappears completely. it causes a burden to the staff moderating the forum as more opportunities for moderation arise, it's true and the mods said so themselves in a few posts. And really if even on dev has to come spend more time moderating the forum, which I've seen devs moderate before, couldn't that persons time be spent doing much better things for KSP? and do we really want to increases the amount of chances and rate of banning because people inevitably overstep when roleplaying? Does banning someone ever work out well? Many times they make a new account and come back with even more of an attitude and just try to cause disruptions because they feel slighted from being banned. Isnt it really much simpler to just ask us as a community to not roleplay. They are working with people to save their hard work and creations, and allowing them to continue working together building, and sharing creations. Isn't it really simpler to say ok we won't roleplay and cause more issues for mods to deal with. Allowing them to keep the forum even nicer by spending time dealing with the real problems here? Roleplaying gets carried away, it causes more issues. many times it's just someone who got carried away or it's a 3rd party who joins in and doesn't like something. I don't think many of these people need to be banned. People like to use the human argument here, well it's also a fact that people will exploit these blurred areas to truly be a donkey and hurt people. And in the process someone who makes a mistake and gets carried away would end up in the middle and getting banned when they probably shouldn't be. It it causes a much more difficult situation, and more work for the mods. They have explained as much in a few posts. And in my view I agree that negative aspects outweigh the positives of letting people roleplay on forums. The decision is truly being made to to keep and make this a better place and experience for everyone, as much as possible. Making things harder on the mods, and possibly causing them to leave isn't good. If it becomes difficult here for mods and they start leaving, and if moderating becomes that difficult often times the moderators found become of lower quality. And when that happens things begin to devolve. I for one feel we have great devs and mods here, as they are just as passionate about this place. That's generally not the issue in most forums. anyways I've said all I can really. At this point I'll just be repeating myself if I were to continue, as I already have some. Apologies for all the long posts, and I truly hope this community and begin to understand that this is not some nefarious plan by squad as some suggested at times in this thread. and that this is really a minor thing the is beneficial to the overall health of the community.
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[quote name='LadyAthena'] Loved the idea of "companies" who will make a ship for you, and people who have a passion to do that, while role playing it. Drama aside doesn't matter where you are in life, or what you're doing, role playing or not, drama is gonna happen. If you don't like drama, go live in the woods in a box. There's a difference between role playing a rude person, and straight out insulting the role player. If a person doesn't like your role playesque rudeness, than you as a person should stop, or switch personalities for your character, or... just stop role playing with that person. If it does reach those heights, than the moderator has every right to ban the rude person, role playing or not, seeing as a its a very real lack of respect from the real person for continuing when the other person doesn't like it. Which is a real non role play rule infraction. It's not difficult, or a slippery slope in anyway.[/QUOTE] hmmm. It's not difficult? I guess you're right. But wait. but you can't ban me. Because you allowed roleplaying now. And *I* (insert real name) did absolutely nothing wrong. I didn't say those rude things. No it was the the *character* I'm roleplaying that's how he is. And I'm like that all the time, just go ask (insert name here) or (insert 5 more names here) because they all know how I am and no one had a problem yet.. It was all just a big game of make believe. I have no idea why (insert name here) is so upset over it, really they are the problem for having you ruin my roleplaying fun. I was just a roleplaying. So since *I* ( insert real name here) that created the forum account did not actually say those things for real, nor really meant them for really really reals, then you can't ban me. How dare someone come into my rp thread and get upset and tell me how I can or can't roleplay. They can go make their own thread to role play being a little whiny baby in it. I mean you can ask these 10 people they like how I roleplay, look at all the responses. Only one person is upset. It's not fair I tell ya.. yep you're right it's not difficult at all. and there is absolutely no chance that would get out control ever. simple fact here. Companies and all that they did and could continue to do can be done here In this forum without any roleplaying at all. in fact many modders and community projects have had tremendous succes without. And do so with an abundant amount of passion. but I guess it's becoming clear that this is yet again another forum that is doomed because people want to do whatever they demand. And can't just accept a really small limitation. Idk squad has made rules to keep the forum as nice, fun, and inviting to ALL, as the possibly could. They need to enforce such rules to keep order. i see squad as making a small concession to the rocket builders in that they said the threads should be kept as an archive for a time. Specifically they stated this was to allow those who didn't have time to backup their stuff to continue to save their hard work. I'm guessing they don't want to move whole complete threads over because there are still posts in them that are roleplaying. They can't see or moderate every post. They don't want roleplaying here, to have any posts with it opens the door for, * But I read a post where someone is clearly roleplaying so why can't I now?* so squad made a small concession in my view, pro rocket builders thread people have made none. Even the fact that all work can continue in a new thread, even with company names, just no roleplaying isn't good enough. Nope for many it's let me roleplay or else. Truly sad that so many forums are ruined because people just demand they get to do what they want or else. finally I love playing ksp and never once have I role played while doing it, alone at the computer for hours. For one it's not a roleplaying game, especially since I control numerous different characters and don't create a single character to play. But if people choose to roleplay in their own games that's fine. I just don't see why it HAS to happen in the forum, I mean to just suspend that for a moment to keep the forums as clean and well kept as possible, it seems reasonable to me. And giving the devs/mods less to worry about seems like it would be benificial to all of us as well, maybe they could focus on much cooler things for us instead. im very happy we have the mods we do, and I would like to pass along wonderful holiday wishes of any kind to squad and the moderators for whatever they may celebrate. Also to thank them for the wonderful game and forums we have had. And thank many of them for doing it for free. This is one of the few forums ive been a part of that the devs and mods actually care about it as much as the players. And I am very thankful they work so hard to keep what's in all of ours best interests, which is to keep this forum from devolving into that unrelenting madness that ends up consuming so many others, and drives so many away, because people just don't care about it. also all the best of any sort of holiday wishes to any forum user who celebrates anything as well. anyways I'm going to take my leave of this place for awhile. Hopefully we will still have a nice, clean, fun forum when all the dust settles from this issue.
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Yes it is getting blow out of proportion. It's being done so, and there is really no other way to put this, because many are becoming petulant over something that is quite small in the grand scheme of the world. the fact that people are blowing this so out of proportion is a good validation of the devs decision. Being upset is one thing but the level that it's being taken in this thread is another. The he devs have explained a couple times why it is going away. First it was against the rules to role play for awhile now. And role play can be a huge nightmare for forums when you already have arguments that pop on them. Now add someone saying oh I was just acting like a complete donkey to them because i was just playing a role. I didn't break the rules yada yada. It makes moderation a tougher thing in all cases, and they said everyone may not have seen it but they regularly had to mod that section. And as evidence here and in the rb forum people are taking it a little to serious and a little to the extreme, causing several posts to moderated here as well. i find it funny that many of the save the rb people are claiming it's wrong what squad are doing, and making snide remarks in the process. Yet the real thing they need to realize is they were in the wrong first as there was no rp allowed, yet they still did and continuously broke the rules and cause moderation issues. Some are even demanding that they be allowed to have a place to rp no matter what, or else it will spill into other threads. So yeah make some thinly veiled threats to keep breaking the rules no matter what, that certainly helps your cause doesn't? You can still make and sharecraft, even cooperatively. It has been stated many times now. There just won't be a rb thread, but you can use the exchange thread. Just don't roleplay it like a real company in the sense of acting out parts it's not hard to understand is it? you were graciously given some time to backup all your work by the devs, in fact they could have easily just erased the whole thread if they wanted. There is nothing that says they have to let you backup or move your work over, sans rp of course, to the exchange. But they let you. So maybe count that as a blessing in a difficult situation. they have since said that rb will be a hidden archive after the change to allow people to link to it and work on changing things over after the change as well. As as for the company part, you can still brand your stuff with a name if you like. It's perfectly ok, for example look at Roverdudes stuff for USI, or Taraniselu for TAC even TriggerAU for trigger tech I think it is? And several others that brand all their work. The difference you ask? Well when you go into their thread they talk and act like a regular person, they don't roleplay a ceo or a company at all. They don't play or act out bits ever. There is a big difference and keeps things nicer. now being upset is generally fine, as is voicing your opinion and pushing for change. But honestly I hope one day many of you realize that your actions in this thread alone have probably done more to validate this decision by the devs. The amount of asinine, insolent posts, and plain lack of respect shown toward squad and the mods trying to get change kind of amazes me. You may be unhappy and I do understand it to some extent, but it was no need to act the way many have, and continue to do so here, towards the mods or anyone really. i would be upset if some of my contributions I have made to a couple threads went away too,I invested time in it and it's nice to have the history yes. But My life would continue as normal, if a persons life won't because of that, then they really need look into some help as there are issues there. But things end, this game or the whole world could end tomorrow. Squad is a small company and things can happen much easier and quicker to a small company, good or bad. Squad does not have to provide us with a forum. They don't have to allow us to create, use, or share mods or crafts at all. But they do and they have established rules and are working to enforce them for what I see are perfectly valid reasons. and really the main point to really think about now is that if you all had just followed the rules and avoided the role playing altogether you probably wouldn't be in this mess. And if you'd like to continue making and sharing craft which I'm sure many people including me to a small extent, would like, just put aside the rp aspect and things will be fine. but honestly most of you have gotten so rediculous in your responses to this, that like I said you have more than anything done so much to validate the devs/mods decision.
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VAB window doesn't work, it's the same issue for all I'm pretty sure. Also not sure if it was intended to work like the TAC one where it is for building. Think it was just meant to show the status of what craft you have out already. Idk really. The 15 days bit was a conscious choice he made instead of adding resources to every command pod like TAC does, it's something he never liked about TAC. Also the changing of consumption based on courage/ stupidity/ experience is probably a little bit too difficult to me. It would make it extremely difficult to plan and work with Lifesupport if every kerbal is using the stuff at different rates. It would also probably be quite difficult to code the timers and stuff. Espcially if you have a base or something where you're adding kerbals later. Like you have a ship with LS for plenty of time left, yet rescue a kerbal or pick up a kerbal to bring home and suddenly you're now short on Lifesupport and your trip is doomed. your other suggestions while some are cool, he will probably say out of scope of the mod. And really I don't want a feature like that myself. So if anything it would definitely need to be totally optional. And really if it is,I think those kinds of things are better done as a seperate mod that can integrate with the life support mod, or any LS mod if wanted. Just seems like it would be better served as a distinct thing. Just my thoughts. RE: TAC storage for mks, he simply didn't make dedicated parts for TAC resources as to not clutter up the parts list, because as he said when he changed mks to USI LS, TAC has plenty of containers to use for it's own resource storage. MKS still works with TAC though. - - - Updated - - - @Roverdude. So I have had an issue pop up though I'm not sure if it happens every time. I launched a craft up with no supplies into LKO to do the kerbin first contract to dock two ships together. So I launched the first craft, then went back to VAB and launched a second craft exactly the same and then did the whole rendezvous thing. Well when I got into orbit after about idk 30-40 mins or so of game time the first crafts timer in the LS window said it had been in orbit for like 10 days. then a day or so later of kerbin time, I launched a craft into orbit with a mun lander on it, moved a kerbal pilot to the lander, undocked it and then landed the launch craft. Then I launched the actual craft I was going to send to dock with the lander and carry it to the mun, and had the same issue pop up. This time the timer said that the lander craft had been in orbit for 12 days, really it had only been in orbit for maybe an hour. The craft for the trip to the moon had Lifesupport supplies on it, enough for 50 days. And when I docked with the lander, it immediately lost 12 days worth of supplies that it thought the lander was behind. Very strange. And I'm trying to see if I can replicate this consistently and find more info about this issue. Other than this I mean everything works fine with Life support. I'm not getting any errors or anything that I can see. And it seems to only happen to timers on ships with no supplies on board and strangely only in LKO. As I sent a quick mun trip flyby with no supplies on it and it never had any issues with the timers. And it's possibly only craft that has a docking port. Both were stock docking ports. But I've sent many craft into orbit and had them there for some time wiith no supplies to launch satellites that had separators on them. And I never noticed an issue with timers on them either.it was only the ones that had docking ports.
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Yeah something happened there, I think youll be fine if you just download the source zip just under the release zip for 1.4 and then when you extract it just use the game data folder in there. Everything looks good with it. I'm showing all the parts and the windows and timers seem to be functioning as normal. So it looks like it's working fine if you do the above and download the other zip file for now.
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Is it possible the panels are getting stuck and not tracking with the sun? I've seen it happen before mostly with non stock solar panels. Or possibly they don't track at certain high warp levels? That is the only things I can think that is happening to cause that in solar orbit. Like I said haven't gotten to stocked supply manned missions yet, but I had no problems with my scansat satellites. But they had a bunch of non moving panels and even with a night cycle I didn't see gaps in the scan like it lost power. Does your craft have some sort of high power draw though? If you can find a way to get a craft file to Roverdude. He has asked for one about power issues, though not in direct reply to your post. But he will try and see if he can figure it out with your craft file.. Be sure to mention any mods he may need for the craft too.
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Good to know. Actually never heard the term before.
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Um it really looks like you are calling someone scum in your post. May want to edit that a bit. But I believe what you are experiencing is more of a KSP issue with how it handles power production when at high warp and stuff. Usually batteries help this. Hard to really say what's happening though without knowing what the craft is like really. But it's sort of like TAC was I'm guessing, you'd have to refocus on ships before things ran out or kerbals would die. Unfortunately I have not got to the point of venturing out of kerbin SOI. But I'll put a ship in orbit and see if I have problems with supplies. When I get a chance in a bit.
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Also I forgot to mention, that if your base or a ship loses EC for too long, you will lose all supplies on board.
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Well it's hard to know what exactly is happening with your situation, given the limited info. But I'll try to help some. first thing is this, an mks/ Oks orbital station will never keep up with consumption. There is currently some confusion among me and a few others of exact returns on the chain but I'll give approximations. If you have the pioneer module on your oribtal station, this will be recycling somewhere around a 50% return of your mulch (waste) for 4 kerbals, so you are losing at least half of your initial food during this life support recycling loop(or possibly a little more, depending on any loss during kerbals consumption idk if there is any). This module recycles mulch (waste) directly into more supplies. if you have an aeroponics module on your OKS orbital station it will be recycling your mulch (waste) at near 90% returns also for 4 kerbals I believe. (So 10% is lost or possibly a little more if there is some loss when kerbals consume supplies, idk) But this process recycles your mulch into organics. So you also need to have a kerbitat module on the station to convert these organics back into supplies, this is at a 1:1 conversion. if you do the 2nd option of an aeroponics for recycling with the kerbitat you need to be sure to turn off your greenhouse converter on the pioneer module, otherwise you will be running both recycling loops and wasting half your mulch in the pioneer module that loses 50% of it through the processing. Orbital was designed not to keep pace with consumption, you can get close, but not self sufficient. This is due to conservation of mass and other design choices by Roverdude. If you start with enough food though and have sufficient recycling for the # of kerbals in a station then it should last longer than a day with the 2nd option. your third option for an OKS orbital station is to add a bunch of storage, then fly in a bunch of water and substrate so you can produce more supplies then you are using (depending on # of kerbals of course) but it will not last forever you will need to resupply water and substrate now and then to keep the production process going. This can be done either by flying a craft yourself, or using the logistics module depending on your situation. hope this helps some, and the return %'s I stated may not be exact, it could be slightly lower. I'm not sure if kerbals consume supplies and produce mulch at a 1:1 ratio or not. If there is loss when kerbals consume then the % will drop.
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