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garwel

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Everything posted by garwel

  1. The main problem I see with this system of monthly budgets is that, basically, it gives you free funds forever. You can do contracts, do nothing or just build whatever you want and you won't run out of money (as long as you don't spend more than your budget of course). It feels cheaty and it kind of kills the motivation to take contracts in the late game. Why do it when you already have more than you can spend? So I think, how about making an option of reputation decay? E.g., every payable period you have 10% of your reputation go away, so you need to actually accomplish something to stay afloat.
  2. In addition to signal delay, flight computer and more antennas, I'd like to remind of the RT's root (or additive) distance feature. Personally, I prefer it as more realistic and would love it to stay in future versions.
  3. Great idea! It is not compatible with Kerbal Construction Time, I suppose?
  4. Looks good! Just the icon looks a bit similar to KCT's
  5. I agree with @Azamorn. I'd like to be able to see a breakdown of my incomes and expenses and also when the next payment is due. If it's difficult/time-consuming to do, at least a standard message with this information would be very useful.
  6. But it doesn't subtract funds with negative rep, does it?
  7. What happens if your reputation becomes negative? Is it a game over or are there still ways to survive
  8. Gonna tinker with configs and give it a try. Besides, does it calculate costs at the end of the month or all the time? E.g., if I launch a kerbal on a mission on day 2 and bring him home on day 29, will I pay him/her only the unassigned wage or will I pay for 27 days of work?
  9. Wow, looks very promising. I've long been wondering if any sort of time-bound economy is possible in KSP and it's an solution. I wonder how it will work alongside KCT with custom settings (where I have just one or two launches per "month").
  10. Well, I saw it as sort of "virtual tags" that would look to the user like actual tags except that they'd be added to the list in the Load window. But any way of doing this sorting is good. Have a great vacation!
  11. Yep, it also sounds like a plan. It would have a special advantage that you might sort by non-numeric stuff like bodies names. However, it would be important to make sure that integers are parsed and sorted correctly. Otherwise, you would have 100 before 50 etc, And it would also be cool, again, to have a few built-in tags like Cost, Mass, PartCount. As I was writing this, I had another idea: dating crafts. Seeing how old (in game terms) a design is is very helpful for selecting the right one. For instance, I might have sent a probe to Minmus very early in my career game with very primitive parts; I probably wouldn't want to reuse that design in late game and instead would choose something fresher. So adding a tag with date and time when the design was last modified would help. But it's not as important as the first suggestion. Anyway, keep up the good work!
  12. I love this mod! I've been struggling with my saved crafts all the time, even had to develop a sophisticated naming system to make it easier to find the one I need. Now, it's so much easier! I also like that, at last, we can rename crafts without the boring "load-rename-save-delete duplicate" stuff. I have one feature request. Would it be possible to make certain tags/tag categories sortable? For instance, if the tag category name starts with a special character, it is interpreted as a number and, instead of just checking & unchecking the tag in the open window, I can click it to sort in descending/ascending order. So, I could add tags like "@deltaV/6000" or "@crew/3" to my ships and then easily sort them to find the one I need. It would then be quite easy to auto-tag crafts with their cost, mass or part count.
  13. I don't know why it happened, but a week or so ago I noticed a significant framerate drop and I suspect it is caused by RT. The game used to run smooth in the past, but now, it only makes like 6 fps in KSC and around 3 fps on launch even with a simple rocket. The log shows a lot of RT activity, which doesn't seem right (e.g. lots of OnDestroy calls for various ships). Any idea what might be wrong with it? PS: It may be my imagination, but I also simultaneously noticed that one of my probes orbiting Minmus had lost connection that I swear it had had before. I have no idea how it might happen as RT hasn't been updating for quite a while. May be a conflict with another mod, like SCANsat?..
  14. @CosineLoss, it's my pull request (and it also contains a rearrangement for RemoteTech parts). I certainly don't mind any other ideas for part placement, but that they have to be moved elsewhere is for sure.
  15. I think the latest version doesn't support replacement of stock resource panel in 1.1.3. However, there were many problems with it in 1.0 either (duplicate buttons etc.).
  16. I have a feature suggestion. I think it would be cool if the buildings were disabled while they are being upgraded. E.g., you can't use VAB or make launches until the respective upgrade is finished. It would require the player to plan his/her upgrades wisely in advance (especially for the most critical buildings like the tracking station).
  17. Hey there, I haven't used this mod yet and I didn't see much info in the OP. So I wonder, how is it different from what is already out there? Is it just a bundle of visual enhancement mods, does it replace their textures or does it have its own unique features? Also, which mods it replaces/includes/conflicts with? I currently use EVE, Scatterer (both are included in SVE, I understand), Distant Object Enhancement, Engine Lighting, PlanetShine, RealPlume and SmokeScreen. Can I just replace the first two with SVE and, if I do, will I see any difference?
  18. @Antonio432, are you sure it's not RemoteTech? Its official released version doesn't support 1.1.3, so it may be this (but they have a working dev version in github).
  19. I just fired up 1.1.3 and didn't see any problems with ETT. I didn't research anything, but at least the tree is displayed ok.
  20. IIRC, DMagic also offers a version of his mod without Universal Storage parts, so this problem is handled already. As for a roadmap, my personal most wanted implementations are RemoteTech (which is already almost good, but not entirely). USI-LS and EPL. I've adapted kOS by myself already. Overall, the tree got so much better with the latest update (when Yonge mod was introduced) that it is almost perfect. Sometimes you wish there were more nodes, e.g. for different SRBs, antennae and ladders introduced by the mods, but then you risk having many half-empty mods. My personal preference is to play ETT with Hide Empty Tech Tree Nodes (a dev version compatible with ETT) and Fog of Tech: even more fun.
  21. A couple more small bugs in parts placement: RemoteTech's Reflectron SS-5 with a range of 90 Mm is available at Basic Long Range Antennas. It doesn't fit the description of the node, saying "up to 15 Mm range". It is a legacy part and perhaps should not be unlocked at all. DMagic Orbital Science's Univ. Storage Atmospheric Sensor is available at General Construction, much sooner than the Atmospheric Sensor per se.
  22. Hi, I wanted to share my setup of parts unlocks for kOS. The way I arranged them is: - kOSMachine1m unlocks at unmannedTech (Unmanned Tech); - KR-2042 unlocks at electronics (4 Bit Computers); - kOSMachineRad unlocks at mechatronics (8 Bit Computers); - KAL9000 unlocks at automation (16 Bit Computers) - this is already the default setting, no change necessary I also removed kOSMachine0m unlock as that seems deprecated. Besides, I noticed that OX-STAT-XL Panels are unlocked both at Advanced Electrics and Advanced Photo-Voltanic Materials.
  23. I love this mod, but unfortunately it doesn't seem to work with the latest ETT version (I think because it uses Yonge Tech Trees Plugin). The empty nodes just don't disappear.
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