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nikokespprfan

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Everything posted by nikokespprfan

  1. I've considered that an option too. However the way that mod handles things is... well everything is a bit invisible and complex. The kerbals in that are not "real" as is the case with tourist kerbals. They are just numbers, basicly. My suggestion was as simple as I put it. Tweaked tourist kerbals that can be existent in parts with crew capacity to be colonists in place of increasingly more expensive kerbonauts. Not just a population to be there, but if I bring in a Big Base to ...what shall we say.. moho, then I want to crew that base with kerbals I can see and interact with. It would also allow me to play with whatever life support system I want, if any. To put it short, I am not interested in a heavily oriented colonist mod. So that is why I put up suggestion.
  2. Hey nils, I've got a few suggestions. To fit in with mods like Keepfit and kabinkraziness, I suggest adding a fun&health facility. The facility has some gym equipment and a room where the crew can come together to view kerbalkup under the enjoyment of snacks or something like that. Important things are not necessary fun, but fun things are certainly important. Secondly, add colonist kerals and colonisation contracts. I imagine colonist kerbals to be tweaked touist kerbals that have more capabilities (such as going on EVA and other necessary base operating stuff) yet do not cost increasingly more as you get more colonists (as would be the case when you would hire kerbonauts to be colonists).
  3. I since 1.0 am a user of mods for KSP, however I have an issue. I tried to install some mods on the 1.0.4 version of KSP, and when I went to the VAB to check out my new parts, it was broken. Scince I had this issue with an earlier version of KSP, I was pretty pissed. So the problem: step 1: install some mods open KSP, open a world go to VAB, check out parts, go out of VAB and world and shut down the game. add another mod (or change, I got the problem to when I was deleting parts from MRS once) step 2: do this several times then somewhere in this cycle th VAB would become unplayable. N o parts would be shown, texts were written through each other and the flag menu was blurred. The only thing you can then do is exit the VAB. The sad thing is that deleting the mod does not help. Going with a complete vanilla game would still have this broken VAB thing. I would need to reinstall KSP to actually get it working again. (luckily I didn't do anything before this happened) Does anyone know whats happening here, and how to fix it.
  4. I totally thought that when this mod came out. This will be the next spaceplane plus mod. with such a hole in the snack market this mod deserves it. Wow, so beutiful how this mod has the reputation amongst the concept art-makers of: Soo... you want a base, this is how it'll look : *shows KPBS-styled base*
  5. thsi is a very good mod, as for the suggestions: Here are the suggestions that already have been made by others: 1)ore processing plant 2)extra-planetary launchpad 3)co-operation with station science mod 4)cargo bays/ garages 5)A heat shield for the bottom of the base parts so you can re-enter them with th down side facing down. 6)MKS flex tubes 7)smaller modular storage system 8)fix the door by expaning the habitat out and up 9)decoupler 10)landing skid And I would like to add some suggestions of my own 11)KAS/KIS storage container 12)bigger drill (to go with the processing plant from above) 13)make a new part catagory in the VAb/SPH specificly for parts that can have kerbals inside them, this because it will make the utility part tab less full of parts. (so for the gangway's, the greenhouse an the habitat module, you can also put the vanilla passenger parts in there.) 14)workshop from the OSI workshop mod 15)a 2-story habitat module (for astethic purposes) I hope squad will adopt this mod as stock, like they did with spaceplane plus. This mod deserves it.
  6. I totally agree on the extra-planetary launchpads idea. I would also suggest making an KAS/KIS storage container. And maybe you can put on a bigger ore drill withing the ore processing plant, as you'll be needing to drill more.
  7. If you were to make the place that has the certain scatter an area like the survey area's, you could also maybe implement getting science from experiments such as drilling near / sampling said scatter-object etc.
  8. As for the 7 kerbal one, I suggest you take a look at the taurus HCV mod, which adds just that (full witty interior with stock-appearance inculded).
  9. You are right, players shouldn't have the marker whenever they are on a impact trajectory. And they do not need them as this marker would be misleading (curvature of orbited body, which isn't accounted for in the marker, and new players could fall in this trap and crash due to the crash marker, irony and pun intended) and would indicate a landing spot on which the player isn't going to land anyways (slowing down by atmosphere or touchdown-burn, changing the spot and thus the slope significantly). The fairly close thing is indeed essential.
  10. The idea is simple: When \SHIP\ is \#\ meters above the surface of \BODY\ and on an impact trajectory, then a brownish marker will appear on your navball. This marker will be at the position of your ships level indicator marker when it manages to succesfully land on the spot of impact. This way, you can see on the navball if the landing spot you've chosen is level (granting a safe landing) or not (granting a spectacular explosion...sometimes). I think this feature would come in handy in particular for IVA pilots.
  11. I decided to update my ksp to version 1.0.2 today. so I downloaded the new version, ported all my saves to the new version (Copy/paste) and tested it out: Everything Works Fine. So I started to reinstall my mods. I began with MRS. eventually I opened the VAB and saw this:https://docs.google.com/document/d/1ap-91Mj0eLRMvDs64VrH-2ifWX1zTedzgDL6EDKBXqY/edit?usp=sharing As you can see: this prevents me from playing the game properly. Then I deleted MRS to check wheter it was caused by a mod, I quit KSP, opened it up again, and that had no effect, the VAB was still bugging out. Why is that and how do I fix it?
  12. what about a system where each kerbal learns their dicipline by doing things that actually have something to do with their dicipline. kerbals that have the flag pilot, can learn all the other skills, but piloting a craft is something that he is just better at. All the way up to level five with the skills named by pthigrivi, however, by doing things from another dicipline, like making crew reports, or repacking parachutes and things like that, with a lot of practise, this pilot can learn it to be a scientist, and an engineer. I also think it would be fair if an engineer would gain less experience points from flying mission than a pilot, however, a second try will gain gain him also some exp. (of course his doesn't happen with the pilot, he learned it the first time, so there's nothing new for him).
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