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Everything posted by Gfurst
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A more intuitive tech tree
Gfurst replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
Any up for a mod overhaul of techtree based on the suggestions here? I want to do something good, after the next update of course, but knowing the hype-train and myself, I'll most likely need supporters to keep the project alive and going. -
WIP - Environmental Visual Enhancements Development
Gfurst replied to rbray89's topic in KSP1 Mod Development
So lemme answer these my self: - Yes I can change the sun's flare, its on the BoulderCo/Atmosphere/clouds.cfg. Variable _Sunsetcolor, a value of "255, 166, 90, 127" gave me a much more satisfying sun glow. Example - getting rid of the png files don't seem to had any side effects... - Yep only basic configuration at the moment, maybe translating some of those awesome visual packs is in order. As you see above its working really well for me, linux aka opengl... -
Hummm according to MM's handbook.. the "HAS[~minimumCrew[0]]" will filter to anything that does not have a minimum crew of zero. Its just seems to add ModuleSPU there, which I don't know why for... but could cause issues too. Maybe they just weren't apparent with crewed command and established link to base. Maybe someone can confirm this out but I don't think this is needed. I get it that biome hopping and science farming are not exactly the best game play. But I'm not playing with Station Science, and would otherwise make things very very grindy, so I'm reverting this on my end.
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You can't collect some of them... Though it makes sense to have to leave some of the experiments in place... there are a few issues that follow: One is that you can't ditch the service module and return only with the capsule (like they actually did in real life), you can't for example gather from a science collecting probe and re-use it. A second more important issue, is that I think you need to collect the data to place in mobile processing lab, otherwise stuff won't work, right? (I haven't personally played with labs yet) A better solution would be to have a mod that limits experiment carrying space and allow for custom storage (I'm positive there was something like that).
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Just noticed something! Why some of the experiments been marked as non collectable? Me so sad, I was clicking that mystery goo thinking something was wrong with my game... All in all, why wouldn't you want it to be recoverable and resettable by scientist?
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Oh I'm sorry I forgot to mention, just remove the "%MODULE[ModuleSPU] {}" from the external seat patch... the external seat shouldn't need a SPU module. Tried and solved it. Well I have to take more time to look overall. But for starters I do recommend a change with the modpack.... Turn it into a overhaul maybe. Make use depends, recommends and suggest properly. In package manager their meaning: Depends: are other packages that without them, the original simply won't work. Recommends: are packages that may be needed for some functionality. Suggests: are the ones that enhance some functionality but are not need entirely. I will take a better look at the OP better to see if I can come up with some suggestions. Apart from that I have some playability questions (and anyone can answer these): The contract pack "advanced progression", not needed at all and better without it? Have you thought about instead of getting individual contracts for record braking, to have them like stock does? Highest altitude, first orbit, first manned orbit, etc. (helps with clutter and having to do some of them twice) I'm really annoyed at how some contracts asks for impossible things like: "ferry two tourist to orbit" or "survey at 18k altitude" when I've yet to the first capsule or jet plane. Is there a contract pack to deal with those? edit: and one last question, I'm really struggling to get money with the "research single parts" option, as some of the prices are quite excessive. Does anyone tried playing this way?
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Hey guys, a little bit of help please. I want to change to basic stuff about the new career stuff, specifically the attributes that each level for each building will have (want to tweak a little bit). I've searched extensively but couldn't find anything about it at all. Neither kerbal levels too. Like some things are hidden. Though I did find a SETI config changing a little bit kerbal level requiredments, so there is something there. And as always appreciating the awesome work done in MM, Thanks!
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The front page and recommended mods are in need of a desperate tidy up. Nowadays considering that mods did not keep up... what are the most necessary for decent progression gameplay. ie contracts packs and whatnots...
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[HOWTO] Airbreathing Engines in KSP 1.0
Gfurst replied to NathanKell's topic in KSP1 Mod Development
I'm trying to adjust values for a propeller engine though. They will simply lose thrust to air density with altitude, so they require to either go faster or spin faster to bite on same chunks of air sort off. Needing more throttle making them less efficient to maintain same thrust levels at higher altitudes, even though with lesser air density also means fuel consumed and thus less engine power.... Anyway, there is a more pressing matter that's bugging me. This engine I'm tweaking has 16 maximum power and for the life of me I can't get it to output the actual maximum, it always sits around 10 even though its supposed to be optimal, for example at the runway. -
WIP - Environmental Visual Enhancements Development
Gfurst replied to rbray89's topic in KSP1 Mod Development
Hey there.. just wanted to pop-in.... Testing the latest version on my game looks absolutely amazing.... A couple of things to note, and I've think they been mentioned before but I can't find them: - Is there a way to change that redish sun glow? something more yellow would be more suited, I don't think its the end of days yet. - Now that texture were safely converted to dds, is it safe to get rid of all the png files? (testing this out already) - Besides Kerbin and Mun no other planets configured yet right? -
[HOWTO] Airbreathing Engines in KSP 1.0
Gfurst replied to NathanKell's topic in KSP1 Mod Development
Hey NathanKell, I would like to clarify this one bit.... If this false it ignores the atmcurve completely? I wanted something a bit different... to have the fuel flow at maximum while thrust still decreases at higher altitudes, exemplifying an inefficient thin-air engine. Is it possible? And is it actually accurate or am I tripping? -
Hey there Roverdude, planned feature seems awesome.... I'm imagining that extra slot spaces on the habitation modules will extra time kerbals can drift through space... May I ask how tracking going to be done on this, an extra resource or what?
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- usi
- life support
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So there seems to be another issue: @PART[*]:HAS[@MODULE[KerbalSeat]]:NEEDS[RemoteTech]:FOR[SETIctt] { %MODULE[ModuleRTAntennaPassive] { %TechRequired = None %OmniRange = 24000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 5.0 } } %MODULE[ModuleSPU] {} } This is causing some weird effects that a vessel with only a Kerbal seat for command will not allow certain actions... For example on my weird ass attempt as first monoprop plane XD
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LoL, hehe I would go for a CKAN release as well.... It should be super easy to go for, as long as the hosting download place is one the allowed ones. And course, just need a couple of people to maintain the package, as most other mods already do.
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- texturereplacerreplaced
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Heya, just to notice, I had Jeb on a rover in KSC, starting from the runway, with external command sit only (enabled with a mod). So I had no LS resource beginning the mission not even on the kerbal.... The window mentioned Jeb was dead as a stick, even though I was able to command around and do my tasks.... After an bizarre thing with KCT exploding everything upon recovery, actually recovering the vessel an no Jeb no more. loading the vessel from a backup shows dead kerbal rotting in the seat. (something about unknow something). So why did the Kerbal die if they're supposed to survive in breathable atmosphere? And secondly, I wonder will he ever come back?
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Cheers, by the way what are those HRB? Aren't they a bit cheaty? If that some kind of recent technology that developed later, don't you think would be better suited later on the tree as an "efficiency upgrade"? On that note, the integrated antennae is also overkill, that thus makes the first omni way too powerfull, don't ya think? disclaimer: I just began playing so I really did just have an over look of pieces.
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Heya there! Just pooping, pop-in in to see how development is. Letting you know going to begin playing new career with SETI tree
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
Gfurst replied to TaranisElsu's topic in KSP1 Mod Releases
Cheers looking awesome! And pretty please, will the modular resources also make it to the new version? (configure which resources and how many are consumed/produced)