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Vlyan

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Everything posted by Vlyan

  1. For me i'll waiting for a nice coop gameplay, with deep exploration and colonies to build, i'm sure it will be fun to have cooperatives tasks. And as long as ksp2 have private and public servers, i really think you always get the gameplay you want. And i'm sure the server's creator can ban a bad player behaviour.
  2. For me i would play cooperative KSP (but competitive with multiple KSC agencies can be fun). I really want to build base / station with friends, perform multiple tasks at same time. Well in fact same as single player but with friends playing the same story ^^ A permission system will probably be essential as multiple players share the same vessel (who is the pilot, what can do other player ? etc). How it could work... DMP explored some ways already (bubble warp/local time). I think about another way, but ressource heavy : store all players action as "probable" action, then "play" all theses at the time of the oldest time (the reference time is always the oldest). in that way a conflict can interrupt the actions you already done (ex: another player moved the vessel you want to dock), and you need to perform action at this time to stick to the reference time. it probably require to change a little the way you play, but i think it can work for small coop group.
  3. i can confirm this, i used AY recently and won't work as expected too
  4. i found a little "bug" with this mod: he don't use "RasterPropMonitorBasicMFD" but the MFD profided by ALCOR (ex: "ALCORMFD40x20"). i try this patch to not touch notes directly, and it work fine: // // Apply Notes button for RPM (regular MFD / Alcor / Apex) // @PROP[RasterPropMonitorBasicMFD|*MFD*x*]:NEEDS[notes|notesRPM]:Final { @MODULE[RasterPropMonitor] { %PAGE[notesRPMPage] { %name = notesRPMPage %button = button_G %PAGEHANDLER { //Class name is kOS Monitor %name = notesRPM //Processors are named sanely %method = ContentProcessor %buttonClickMethod = ButtonProcessor //This will set the size of the kOSProcessor TermWindow object %consoleWidth = 40 %consoleHeight = 20 //Button definitions are settable %noteButton = 0 %downButton = 1 %infoButton = 2 //Text tint is also modifiable %textTint = [#009900ff] %textTintUnpowered = [#ffffff3e] } } } }
  5. yay getting my ticket too ! it seem RemoteTech and ScanSat might have a lot of work to do this time
  6. I was a little lost in Converter in MKS, so i made a quick KSPedia for myself. images: http://imgur.com/a/MuTtf Dl: https://drive.google.com/file/d/0B1fX93SSJVElRzlCN0dGLWJUVkE/view?usp=sharing it's probably not optimized, 1st time i used Unity (thx for the guide @DMagic !)
  7. Same here, i always update manually all my mods (~60), i only use AVC to ping me when new version are out. i also check forums for what change and for non supported mods. I don't use CKAN, i'm too afraid of messing in my files. Btw, i didn't notice the new version of US as nether avc or thread post have "1.1.0.12" version in it, we need to go on spacedock to get version, not helpful. I know it's a kinda boring to update a .version file every version, but it really save us a lot of time.
  8. they can just reduce the rate of decease not cure them totally this can be technological compliant, with low reduce rate a the beginning like other features. and add also a possible psychological support ^^
  9. i wonder, with all radiation stuff and craziness, maybe a Medical Kerbal (scientist subclass ?) will be fun to add ?
  10. i'm pretty noob at MM, but try this (i can't test it for the moment), it's a derived from "Lude's habtech cupola" cfg: @PART[KIS_basketball,KIS_beer,KIS_ghettoblaster,KIS_golfclub,KIS_guitar,KIS_taco]:FOR[Kerbalism] { MODULE { name = Entertainment description = Life is fun, even after a crash. rate = 0.25 } } it probably better to do each part individually for adjusting rate and custom description. also i think he need the ":NEED[KIS]:AFTER[KIS]" or something like this to be more accurate, pro probably correct me
  11. i also have a Corsair RGB keyboard, maybe the mod can be modularized to work with different brand of keyboards ?
  12. same for me. just do some vab/sph stuff, change scene (flight or not), renter and "voila" a extra button (repeat to have more ) AutoAsparagus v2.1
  13. Wow you make my day, i'll testing this asap Thank you for the fast release and again for all the work.
  14. Dire que je joue depuis la 0.20 et j'avais même pas vu qu'il y'avait un bout de forum français . Donc bonjour à tous aussi
  15. Like all others i really likes what i see here , but currently i can't imagine playing KSP without RT. I guess a modular mods collection was probably better for this sort of mod. Like: 1 core module to monitor all "plugins", and all other types (food, oxy, climate...) as plugins. The core module define how plugins should interact with him, so you don't have to do all the work, others modders can modify theirs works to be compatible (black-box style). This allow finals users to do what they want to (only LS, or only climate etc). And also allow to start with few modules, and raise the difficulty by adding/enabling plugins over time. This is just my point of view, and again nice work ! i'll try it asap
  16. @eightiesboi: I have encounter the same issue, so it's not you 3 sat in one launch: For sat 1, i create only 1 note to circularize to orbit push "node" and "exec" in flight computer : all seem ok. At node, burn start fine and... won't stop. for 2nd round, i try to use mechjeb (execute "next node") and same fate, won't stop burning. hopefully i have connection so i can do it without the flight comp. For sat 2 SAS (target/prograde...) do nothing, but manual control work, so i don't try flight comp and do it manually. For sat 3, SAS work, i don't try flight comp. hope that help a little.
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