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jjansen

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Everything posted by jjansen

  1. RIP rescue and repair contracts. If I wanted minecraft or dyson sphere program, I'd play minecraft or dyson sphere program.
  2. Have to admit I hadn't considered multiplayer Career. Would be an interesting improvement, and might even spur competition as well as cooperation (first one to Satellite the orbit wins.) I feel ya, but the KSP forums tend to attract particularly virulent haters to their targeted topics. There are very few naysayers in this topic, for example, they just happen to be very loud. But, please, don't do KSP2 Career. They literally just want modders to do the actual work, which they will then absorb, just like Career the first time.
  3. Best breakdown of this topic I've seen so far. Option 3 can only work for single conics though, unless you're snapping to new worlds whenever SoI changes.
  4. You know what I don't get: why you think something half the game owners do or don't do matters. You know what else most game owners never do? Come back from a launch. Use the runway. Literally anything else in the game except use the launch pad. I'm talking about a feature that most of the people who know the game, play it for more than a few hours, and are interested in the sequel, would also want. You know, the people who are KSP2's actual audience. You and Aziz would run KSP like Elon runs Twitter if they gave you the chance.
  5. Yeah, I'm not going to interact with that guy; he clearly wouldn't accept any sample base or size at all because he already has a very clear opinion on the lack of Career Mode.
  6. It's sad to see how many people only see "Career" as "Funds".
  7. Forced restrictions drive innovation. This is why most of us who play Career (half the player base, by the way. I ran polls.) preferred it: in science and sandbox, you can build without regard to part count, mass or size. Career, especially with low-level facilities, forced you to do more with less, to find innovative solutions to difficult problems, without the ability to "just add more boosters." The roadmap we've all seen by now does not include an entry for Career or any of its components. Nor does the faq on the website, or any media have any hint of part cost. KSP2 deserves Career mode.
  8. For the past 8 years maybe, I've been playing from KSP's launcher because the advanced options had a "fake full screen" which allowed windowed borderless play. This was never an option in KSP proper. The new launcher does not have such an option. Please return a "windowed borderless" option to the game. Thank you.
  9. Mod looks great Blackrack, I just finally found this and upgraded from the old one (which was still lurching along in 1.12), and it looks fantastic compared. Just a thought; I know that it's tradition to maintain repos in place forever, but have you considered mirroring the WazWaz BoulderCo default settings, if only to make accessing them easier for newbies? I certainly wouldn't fault you (and would appreciate seeing, so I could direct people on reddit to it) for putting the settings file in the releases.
  10. My bad, I was trying to say that I'd use a "Click to continue" option, as in, one to keep the slideshow going forever until user intervention. If that option exists already, I don't understand how to enable it, but don't worry about trying to implement it on my account. (With all the visual mods I use, I do a lot of KSP photography, I really only ever get to view it with your mod, and it's so much better when it's presented randomly). Sorry for the confusion, it's only barely related to this mod only because I noticed the main menu font after you added LSM's options to it: To explain: This image is how the VAB/SPH vessel price font looked in the first Career mode back in 2016: . This was also the same font that ship names in the VAB had way before there were different game modes. Both the ship name font and the vessel cost were changed at the same time. The Career VAB/SPH price in 1.12 looks like this: It turns out that the original 2016 font was the same one from the main menu, and I only noticed after you updated LSM. It's such a minor preference I can't imagine anyone but myself actively wanting to revert, so, unless you feel an aesthetic itch for a Throwback Mode about it now that you've seen it, pay this no mind either. :-) Anyway, thanks again, you did a great job with LSM!
  11. Okay, two things: 1. THANK YOU SO MUCH; I felt bliss going through my old screenshots like that, so it works basically perfectly. An option to "click to continue" would be too much to ask, but would be something I would use. 2. I just realized that the main screen menu font was also the original font from the VAB/SPH vehicle cost counter, which I want back.
  12. I recall the original main menu interface, I didn't mind that, and it made sense to me since it was a pre-game system to put it in a pre-play situation. I understand your concern, but think of it this way: if you wanted to test LSM, and had to go into a savegame to do so, that seems counterintuitive to me. If you wanna get crazy, a .ini for editing the settings outside the game would be really cute, but you were the one who asked for suggestions (totally off topic: if you wanna get REALLY crazy, they did implement custom kerbal uniforms and space suits awhile back (I have the URL and I archived the info too just in case), but they never made a custom suit GUI, just a how-to with manual file manipulation instructions. I'm not sayin you should, but I'm saying it'd be big.) But yeah, via main screen made sense to me. Maybe expanding from the icon of a camera (or a rocket) with a loading bar under it.
  13. Truly hoping we can scrub the default screens via this.
  14. I would hardly consider this to be a native solution. My screens never show up, and I really hate the default screens, which I can't edit out without learning the Unity studio. I'm a huge fan of your work, I use a lot of your mods, and I appreciate your constant support for KSP, so much so now that I know you're partnered on Twitch, I've subscribed (OrbitalBear). But I have to disagree with the idea that the "UserLoadingScreens" folder is a native solution, especially compared to the options that LSM had before, (folder targeting, photo duration, etc) which are now gone. I for one would greatly appreciate an updated version of LSM because the native solution is wildly inadequate and as best I can tell, totally undocumented online aside from a single blurb in the 1.8.0 changelog.
  15. Just thought I'd chime in: For me, moving to a new laptop, the latest Planetshine from https://github.com/prestja/ksp-planetshine/releases/ does work in 1.12 but only when I completely removed and replaced the mod folder. The release entry on the site says 0.2.6.3 but in-game, the Planetshine panel says 0.2.6.1 Beta still. The intensity settings absolutely work, no pink squares so far. Hope this helps someone.
  16. Not gonna meme at you in kind, but the engines under that tank are nowhere near vectors in gimbal or in price. Thanks for your unconstructive reply though.
  17. Hey, thanks for the heads-up on this information. I actually knew about this and the mod, and I maintain a spreadsheet of KSP engine stats, so I'm well-aware of how the individual nozzles of the Twin-Boar stack up in relation to the other engines in the game. Restock also does a lot of things in which I'm not interested, but in addition to that, it doesn't do what I ruminated upon in the OP, which I think would add an interesting angle to the game, which is why I posted it here. Thanks again for your input though!
  18. I always thought it was disappointing that the Twin-Boar was listed as a KR-1x2, while the associated KR-1 engine is mysteriously missing. Especially given how powerful and efficient it is (taken alone, it would essentially be a Vector engine with lower efficiency, vector range and cost). The fact that the engines are also permanently mounted to an orange tank also is disappointing. I'd like to see options for the LFB Twin-Boar to come off its giant liquid fuel booster as a dedicated engine cluster, going down to single and going up to three, four or maybe even five engines. Call it "KR-1xN "Singular" " as a new part, (because "Singular" is the collective noun for boars) with options to integrate a fuel tank to it, too.
  19. Cool. A modeled VASI-PAPI progression with ALS indicators should be stock. If you have a runway, aircraft and space planes stock, you should have a stock way to land them safely.
  20. Once you use it, you'd hate to lose it. Hence, my flag system (which I hacked my .sfs' and copy-pasted into a new career first thing. Got world firsts for traveling supersonic when the flags moved to mesh level from L3 to L1 runway)
  21. Yeah, I use it. Others have come and gone, and it doesn't cover the issue with the lack of ALS. This needs to be default, and to grow with KSC.
  22. The airstrips in KSP really need some proper lighting, and have for a long time. The KSC airstrip is of particular interest due its progression in Career mode: it starts out with a dirt runway, graduating to some pavement and then tarmac so well-graded and so perfectly flat that the far ends are further away from the planet's center of gravity than the middle is, causing it to act like giant shallow valley into which planes gently roll. (you guys might wanna look into that) So, since you have that history in Career, why not use this progression to show off the different landing lights through the ages? Let's start at the present with PAPI - Precision Approach Path Indicator: the most modern of indicator lights, they're a cluster of four sets of lights off to one side of the runway (usually left, sometimes right if necessary, like to avoid being placed on a taxiway as above), right off of the TDZ (touchdown zone) of the runway. All red, you're dead, red on white, you're all right, etc. These are the most modern landing lights and currently are being phased in everywhere that old VASI lights exist, so they should be only on the L3 landing strip. VASI, Visual Approach Slope Indicator, has only 3 outputs: high, low, and on course. It therefore lacks 40% of the precision of the newer PAPI system and is thus being phased-out in favor of it. It would fit neatly into use both on the Dessert and L2 landing strips. The Optical Landing System, OLS or, "meatball" as any one who's interacted with an LSO in a carrier-based flight sim will recognize, is smaller and much simpler, with a light appearing to move up and down between two green bars that is largely ignored (or used only as a backup) due to the watermark and flightpath indicator being what a pilot is looking for when trapping on a 3-wire. It belongs on an aircraft carrier, really. Since there are none in-game, it might fit well and add an air of mystery next to the Island Airfield. Lastly, the KSC landing strip REALLY needs these (and don't forget the American custom of the Decision Bar toward the end. Those are cool!). It's because we don't have them that I have to do this every career I plan on using the airstrip: Those are flags that I put out in a meticulously straight line, every 150m from the runway on both sides, just so I could get a decent IFR glidescape at night. It's visible at maximum zoom out in craft mode, and maximum zoom in in Map mode. This next save I'm just gonna edit my .sfs to paste the flags in. The L1 airstrip naturally would have none of these, it being simply a dirt path. So, what do you Devs say? You've already got the TDZs marked. Plenty of real estate around to drop some lights, huge quality of life improvement and not just for night flights but planes in general.
  23. This type of hubris is dangerous because it is an affront to the Kraken. Tread lightly with this type of majik.
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