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Gaultesian

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Everything posted by Gaultesian

  1. Actually, I find that comment quite snotty: when a new (or old)feature is mentioned outside of the OP, it can get buried, especially if the comment stream is running quite fast. I use mods for fun, I generally do not want to (or have time to) read through pages of text, and in the process, may overlook the actual command for the GUI. That is why I go to the OP...to find out any pertinent information. Most modders stress to the gaming public to read the OP for any information relating to the mod, and how to use it (installation instructions, changelogs, tutorial links, hotkeys, etc.). If it is not there, and yet a feature of the mod, why should someone not ask in the forum thread relating to said mod? Does it really? If you want to hunt around for the actual posting for the GUI command (I do not know how to call up the GUI, but I have not searched for it), wouldn't the OP actually want to create ease of use of said mod by posting any new commands in the OP? I just checked the OP, and there are 6 times when the GUI is mentioned, but not once is actually specified what the GUI command is. On a post as large as this (208 pages and counting), one would put all pertinent information on the OP. If hunting around for one possible comment in 208 pages is respect for the modder...seems to be quite strange respect indeed. I love this mod, and use it religiously, but calling someone out on a simple (and answerable) inquiry that is not addressed in the OP sounds unreasonable to me, and I doubt it would upset Rbray if someone shouted it out. Seems to be just a simple oversight that can be alleviated by editing the OP and adding in the hotkey command for all of us to see. So, could someone please help mitiya, rather than answering the inquiry with such disdain? Cheers.
  2. Hi folks, This is not a formal bug notification (otherwise, I would back it up with extra info such as gamelogs, images, etc.), but I was wondering if anyone was having issues with lack of 'lag time' between distant probes and the KSC. I have probes off to DUNA and beyond, and I have no lag time (in the little upper left window, it does not tell me the delay time, rather, just connected). I checked my remotetechsettings.cfg, and the lines that determine time delay are all fine: SpeedOfLight = 3E+08 EnableSignalDelay = True Otherwise, all is well with the latest version. I firmly believe this is still one of the best mods out there. It makes me think strategically every time I throw a probe, satellite or manned (kerbaled) mission out to the great beyond. Cheers.
  3. I just took a stab at your newest SSTU mod (downloaded last night)...absolutely awesome!...so many choices, so much fine-tuning. I must say, I was really impressed not only the engines, but the amount of tweaking one could do to make a truly unique spaceship. As with the post above, I suspect there will be some errors in the coding (looks more akin to an almost total revamp, rather than just some new changes to the mod), but kudos to you and your modder(s).....my launchpad is looking prettier because of this mod.
  4. Wow, this personal wing would make searching and moving on Duna (will the air pressure be ok?), Laythe and EVE super fun!
  5. I used to be hooked on 64 bit KSP, but got from my addiction (cold turkey), by using OpenGL, and judiciously going through each and every one of my mods, clipping out stuff I did not need (some mods were severely clipped, others were not so clipped). Happily, I have not clipped anything from SSTU except for the Ship core series C (sci-fi ships and accessories). I use over 80+ mods, which include 6.4k mod, OPM, EVE and host load of others, and I do not have any issues with game crashes due to memory overload. I cannot live without my SSTU...your landers and command modules, and their accessories are an absolute must for my game. Now, when 1.1 finally arrives, all of my mods will be reinstalled, happily with all of their little bits intact ;). Cheers!
  6. Thanks - worked like a charm...now my poor Mun Kerbals will not starve to death .
  7. So, I finally sat down to set up a Mun colony (had the mod downloaded and incorporated into a new game with the latest version of MKS lite on tap). For some reason, I cannot find any fertilizer. I have checked all of the modules (habitation module, ag module, storage module, etc.), but the fertilizer does not show up at all in any quantities, nor does it have any options in tweaking while in VAB (when I switch to Kontainers options, for example, the title Fertilizer will show up in the top of the tweak window, but no option or anything regarding fertilizer will show up in the tweaking portion (i.e. green bar, with options). I know I must have been adding something wrong, but all of the other MKS-related resources show up (dirt, organics, supplies, mulch), but not the fertilizer. Because of the lack of fertilizer, the whole life support system seems not to work (I have used hyper edit to test things out - adding waste, co2, wastewater, adding some mulch, dirt, etc.....but there is no option to add fertilizer, even in hyper edit). Most strange indeed.
  8. Sadly, I ran out of ketchup ....coincidentally, I am a botanist in real life, and a group of my botany friends went to the movie and loved it (sorry getting off-topic), even if they did take some liberty on the botany side (not much, but a little). I will survive on vikodin-encrusted potatoes until this mod is released.
  9. I just ate breakfast, but you're making me hungry already! At least this is not empty calories .
  10. Wow, that is actually good: for those who want a simplified hub, that works great. For those who want the challenge to build a fully functional hub (complete with counterweights and all of that), they win too!
  11. I realize this was a discussion a few pages back, but I do hope you are using rotating hub ala Porkjet and others (the all-in-one hub), rather than the 'build it yourself and fine tune your hub' ala Angel-125's hub system. Besides the fact that there are fewer parts (Porkjet's version), Angel's, unfortunately, does have issues with errors in placement at time (I use both, and I like them both, but for reduction of errors, the all-in-one rotating hub is less buggy). Someone posted an error on Angel's forum page relating to this error (and I have seen it several times before in using his rotating hub system): http://forum.kerbalspaceprogram.com/threads/135717-1-0-4-Deep-Space-Exploration-Vessels-1-0-Build-NASA-Inspired-Ships-In-KSP/page4 Again, it's not a game changer (I love Angel's mods), but if you want to reduce overall errors in your mod, you may want to consider this.
  12. Working with NFE would definitely be a plus for my space program . Thanks for the consideration Roverdude.
  13. I love seeing everyone's in-game interplanetary space ship designs from DSEV. Angel's example on the first page is awesome, and seeing players design ships ......in the future, we may need to set up a page of 'spaceship selfies' that originate or are inspired by the DSEV mod (with credit to a host of other mods that may be used).
  14. Building the hab ring ala Roverdude's method (and others, such as porkjet), who built a 1 piece rotational hub, that does not have the issues of decelerating time glitches, or has to be turned on again once you focus back to the ship. Also, trying to get the weights correct for the counter torque on the DSEV is a real challenge.
  15. Aye, I used AVG's cloud pack too, and you can easily configure it to add in more cloud layers (if you wish), and raise/lower cloud ceilings. Oh, and the duststorms on Duna are 100% real .
  16. Hmmm....I got this sinking feeling.... When I landed on Duna (so much more fun and challenging now!), my kerbals seem to sink into the ground (waist - high), and at times, the landing legs will also slightly sink. Did I do something wrong, or maybe this is a glitch of some sort? 99.9% chance it's an error on my side, but I did install the mods (clean install) as per directed. Cheers.
  17. So the CM modules would be metallic (chrome) ***OK now I understand reading ETS - Block V would have the chrome look***? Would there be an option for a less 'shiny' CM? Otherwise, this whole alternate timeline thing is awesome, awesome, awesome! p.s. I get the idea of the chorme CM...it does follow the canon of the timeline...I know I will warm up to it
  18. Excellent! Definitely a download for me, as (to me) MKS is daunting to plan colonies....by using this, I hope to master it faster, and to appreciate the subtleties of MKS-Heavy when I move over to that mod.
  19. I would like to get a hold of the American pack, tbh (sorry to interject or butt in).
  20. If those 'mock' IVA's can even look 10% as cool as the ones you have now....flying in one of your craft will be fantastic!
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