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JWS

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Everything posted by JWS

  1. [IMGUR]ztScJ[/IMGUR] My 0.90 career save was my favorite one. Unfortunately, the save crashed during my Mun base construction. That was the saddest moment in my KSP history. Anyway, I brought some of my images which looks good. I was playing heavily modded game so some parts may seem odd. And sorry for some typos in the descriptions. I corrected it, but Imgur seems unhappy with those repetitive changes.
  2. [quote name='sal_vager'][U][URL="http://forum.kerbalspaceprogram.com/threads/138802-Kerbal-Space-Program-1-0-5-New-Issues-Repository#map_offset"]This might be a stock issue.[/URL][/U][/QUOTE] Oh well, "alt-tab twice" in windows mode seems like a temporaly solution for me. Hope it will get fixed in 1.1.
  3. These are my rough thoughts about mods which adds more diverse play style options in career mod games. #1 Made in space Simply put, a mod which provides space workshop that produces some space goods. From a simple souvenier to expensive accessaries, You have to supply raw materials and some tools which are required to make those products, and also some kerbals to make the workshop to operate. You can deliver your supplies from KSC or harvest it in-situ, like asteroids. Products should be delivered back to kerbin, specifically on KSC in order to recovered safely and to be sold, without experiencing too much g-force during reentry. Too much g-force should be lead to loss of the products. It means that the best way to deliver your cargo back to kerbin will be using space planes. #2 Outsourced launch Ever experienced difficulties to put some weird looking payloads on LKO, or had hard time figuring out the designs of new heavy lifter with low-tier parts? Or, your last attempt to send some supplies to Jeb failed and can't find anyone to help you? Borrow hands from other kerbals with proper expense. As we now have big airliner parts, deliver your payloads to another launch site so that they can put it on top of their rockets. The size or volume, weights, target orbit of your payloads and launch dates will determine your expenses. But always remember that they also can fail, nothing you can do about it. Maybe regular, or irregular investments to their company might help to reduce the rate a little bit. As far as I know, currently no mods available for these ideas. I know it's not more than a rough sketch of ideas, but I spend hard times tried to make it myself. Eventually failed, as I know nothing about programming languages or part modellings. So I thought it would be better to post them on the forum and wish that they can meet some nice modders who can turn them into something more than mere ideas. You can take these ideas if you like, and l'll really appreciat it. Thanks.
  4. I've been playing in fullscreen mode, but I'll try windowed mode. Thanks guys.
  5. KSP: 1.0.5.1028 Windows 7 64bit Problem: Tracking station camera focus misalignment. This seems silmilar to those errors which linux users were reported. When I go into tracking station, camera does not focus on Kerbin and left side of the map shows nothing but black background. I've experienced this error twice, and nothing but restarting game seemed to helps to resolve this issue. I'm using 2560*1440 screen resoultion in OpenGL mod, as I'm playng heaviliy modded career game . Look throung debug log(Alt+F2) as few mods I'm currently using doesn't officially supports 1.05.1028, couldn't find specifically suspicious. but I'm attaching it anyway. I'll try to narrow down the mods so that whether any specific mod causes this problem or not. Mods installed: [TABLE=width: 232] [TR] [TD][x] Science![/TD] [/TR] [TR] [TD]AdjustableLandingGear[/TD] [/TR] [TR] [TD]AsteroidDay[/TD] [/TR] [TR] [TD]BahaSP[/TD] [/TR] [TR] [TD]BetterTimeWarp[/TD] [/TR] [TR] [TD]Chatterer[/TD] [/TR] [TR] [TD]CommunityResourcePack[/TD] [/TR] [TR] [TD]ContractConfigurator[/TD] [/TR] [TR] [TD]ContractPacks - Tourism[/TD] [/TR] [TR] [TD]Crowd Soruced Science[/TD] [/TR] [TR] [TD]DMagicOrbitalScience[/TD] [/TR] [TR] [TD]EditorExtensions[/TD] [/TR] [TR] [TD]FerramAerospaceResearch[/TD] [/TR] [TR] [TD]Firespitter[/TD] [/TR] [TR] [TD]Fusebox[/TD] [/TR] [TR] [TD]KAS[/TD] [/TR] [TR] [TD]Kerbal Alarm Clock[/TD] [/TR] [TR] [TD]KerbalEngineer[/TD] [/TR] [TR] [TD]KerbalJointReinforcement[/TD] [/TR] [TR] [TD]KerboKatz - PhysicsTimeRatio[/TD] [/TR] [TR] [TD]KIS[/TD] [/TR] [TR] [TD]LightsOut[/TD] [/TR] [TR] [TD]MenuStabilizer[/TD] [/TR] [TR] [TD]ModularFlightIntegrator[/TD] [/TR] [TR] [TD]ModularFuelTanks[/TD] [/TR] [TR] [TD]ModuleManager.2.6.13[/TD] [/TR] [TR] [TD]Docking Port Alignment Indicator[/TD] [/TR] [TR] [TD]Pilot Assistant[/TD] [/TR] [TR] [TD]PreciseNode[/TD] [/TR] [TR] [TD]ProceduralFairings[/TD] [/TR] [TR] [TD]QuickScroll[/TD] [/TR] [TR] [TD]RCSBuildAid[/TD] [/TR] [TR] [TD]RealChute[/TD] [/TR] [TR] [TD]RemoteTech[/TD] [/TR] [TR] [TD]Resurrect Stock Turbine[/TD] [/TR] [TR] [TD]SCANsat[/TD] [/TR] [TR] [TD]ScienceFunding[/TD] [/TR] [TR] [TD]ScienceRevisited[/TD] [/TR] [TR] [TD]SimpleScienceFix[/TD] [/TR] [TR] [TD]SmartParts[/TD] [/TR] [TR] [TD]Squad[/TD] [/TR] [TR] [TD]TacFuelBalancer[/TD] [/TR] [TR] [TD]ThrottleControlledAvionics[/TD] [/TR] [TR] [TD]ThunderAerospace[/TD] [/TR] [TR] [TD]Toolbar[/TD] [/TR] [TR] [TD]TotalTime[/TD] [/TR] [TR] [TD]Trajectories[/TD] [/TR] [TR] [TD]Transfer Window Planner[/TD] [/TR] [TR] [TD]TweakScale[/TD] [/TR] [TR] [TD]UmbraSpaceIndustries[/TD] [/TR] [TR] [TD]UniversalStorage[/TD] [/TR] [TR] [TD]USITools[/TD] [/TR] [TR] [TD]WaypointManager[/TD] [/TR] [TR] [TD]WiderContractsApp[/TD] [/TR] [/TABLE] Reproduction steps: - still figuring out. Log: Log link1: https://www.dropbox.com/s/ohjeirq2nu1h9g7/KSP-1.log?dl=0 Log link2: https://www.dropbox.com/s/rqua3i58e3n24ra/KSP-2.log?dl=0 Images: http://imgur.com/a/R2dI2
  6. For me, pausing the mod by pressing 'tab' solved EVA jittering problem.
  7. Nice approach. Like various contract packs out there, there can be several other mod packs which emphsize different aspects of funding and expense. Also it will provide its own customized strategies without any dependency on other mods. I'll look forward to it.
  8. Great to see that you are working on the idea. I like the idea of government funding, but there are also several other mods which provide alternative income routes. Ippo's Science Funding or several Contract packs which use the nightingale's Contract Configurator, etc. By installing these mods, you can customize your income sources as you want. And about the new name, how about Kerbal Financial Times?
  9. Yeah. I'm using TAC LS and OMKS right now. Building self-sufficient bases is one of the major goals at the end-game phase. Didn't know that the mod offers the feature. I'll try it out. Thanks. It's nice that you are interested in this idea. "Shut down" idea seems cool. Is it possible to make a probe into "Unknown obeject" which cannot be tracked unless a player restores enough funds level? And about the budget, I think it is reasonable that each building should require fixed costs for their own. And upgrading those buildings should also increases the costs. If so, you can't just launch a eeloo science probe and do a time-warp for 2 years, as you'll end up bankrupt before it reaches its destination. Anyway, I'll look forward to your continueing the Kerbanomics mod in the future. Thanks in advance.
  10. Hi, everyone. As a heavy career mode KSP user, I've seen lots of great mods to help or enhance career mode progress by aiding a player through funds boost. It is really helpful as early phase of a career game can easily become somewhat grindy:kiss:. Honestly, I enjoy struggling the difficulties. But as the game continues, it became rather boring as I can easily collect money from my existing stations, science probes, ground bases. At this point, I feel like there's no reason to play the save anymore as it becomse another sandbox save which I had already played several times before. I know there are other mods which extend end-game experience by suggesting alternative goals, or forcing me to take care of my ships by causing part reliability issues. But that doesn't change the fact that the late phase career game becomes sandbox game. I think this balance breaking issue may arise from the fact that a player can run numerous missions without any cost, except for the first launch. If there's a mod which charges a player regularly for the ships out there, the problem can be solved easily. I think the charge should be determined by currently tracking ship's number, each ship's SOI and situation, manned or unmanned, etc. It also makes sense that for every new ship in space, there should be numerous, dedicated ground staffs to support the mission. If you hire more, you should pay more. As I'm not a modder, I cannot make this plugin by myself. So if there's anyone who is interested in this idea, please consider make it a working thing. Thanks.
  11. Works fine in 1.0. And also this plugin adds great difficulties in casual rescue missions, as you have to park your rescue ship in a way that the ship's crew hatch is placed right in front of your rescuee.
  12. Same thing happened to me while I tried to rendezvous to minmus orbit station. Lost all the crews in the station, including Jeb,Val,Bob... I couldn't afford to hire another kerbal after the acciedet, so I had to start another career save.
  13. This is a great mod.Really interesting and challenging. I'm using this mod with variety of other mods but haven't experienced any error yet. Thanks Yemo! But while doing satellite launch contracts, it seems like the fuel cell is not counted as proper "power" for the satellite. First I thought it was some kind of inter-mod collisions, but as soon as I unlocked the solar panels and attached it to the same ones instead of those fuel cells, the problem was solved. Is there any way to make those fuel cells to be recognized as proper power supply for satellites?
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