m_sporkboy
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I wish screenshots and quicksaves were numbered 0001, 0002,.... So they sorted reasonably in alphabetical lists. Also, use the next higher numbered screenshot rather than the first available, so they stay numbered in chronological order even if you delete some. Yymmdd-number would be ok too, I guess
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Anyone else found their boulder? What class was it in the tracking station?
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I think KSP really, really needs googly eyes. Surface-attached, stick-anywhere, googly eyes. In target mode, they should (try to) look towards the target. In SAS, they should point at the selected heading (prograde, whatever). Otherwise, they should randomly float about. This game is unplayable without googly eyes.
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New Demo is too hard.
m_sporkboy replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
I never played the demo, but if I was going to select parts for it that a newbie should be able to get to the mun, I'd include a small crew pod, parachute, the longest 1m tank, terrier engine, rockomax decoupler, medium rockomax tank (size down from orange), and the skipper. Maybe a set of fins. Plus the medium landing legs. I'd also modify the crew pod to have a huge electric charge capacity. -
early-career landing legs
m_sporkboy replied to m_sporkboy's topic in KSP1 Suggestions & Development Discussion
They don't work with any of the engines at that tier. Or the tier after. You need to wait for the spark, which is in the 90 science tier. Or use the Thud radial engine, which is extremely overpowered for a small lander. The terrier is a perfectly good early-career landing engine, except there isn't a set of landing legs that will work with it until much later. -
early-career landing legs
m_sporkboy replied to m_sporkboy's topic in KSP1 Suggestions & Development Discussion
Early career you're running into parts count doing that. -
The game could use a set of non-retractable landing legs that can reach past a Terrier engine, for use in early-career. Basically every career I start I'm landing on the engine bell for my first few missions, which is stupid. Alternately, make the lightest legs about 30% longer, so they'll reach, and move them a tier earlier in the tech tree.
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
m_sporkboy replied to nightingale's topic in KSP1 Mod Releases
Nothing I would expect to affect planet meshes. KSP: 1.0.5 (Win32) - Unity: 4.6.4f1 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit AutoAsparagus - 1.1 Chatterer - 0.9.7.86 Contract Configurator - 1.9.1 Contract Pack: Anomaly Surveyor - 1.4.2 Kerbal Attachment System - 0.5.5 Kerbal Engineer Redux - 1.0.18 HyperEdit - 1.4.1 Kerbal Inventory System - 1.2.3 KSP-AVC Plugin - 1.1.5 Docking Port Alignment Indicator - 6.2 RCS Build Aid - 0.7.6 Trajectories - 1.4.3 Kerbal Alarm Clock - 3.5 Waypoint Manager - 2.4.4 Also, the northern Mun monolith wasn't visible, but maybe it was just too dark- 502 replies
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- contract pack
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
m_sporkboy replied to nightingale's topic in KSP1 Mod Releases
Two things - in 1.0.5, high texture detail, the flying monolith wasn't flying, and the buried one wasn't buried. Also, is there any way to force all the unfinished contracts to become available in the admin building at once (and not expire)? Or one at a time? I guess a third thing is that I love this mod and thanks for making it!- 502 replies
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I've got a half-planned story in my head that has Val fuming to herself about Jebediah F'ing Kerman and that ridiculous grin he's always got and so of course that means she's got to grin like an idiot too and how they make her keep her hair up in that bun that is always clipping through her helmet and ...
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When the navball is in "surface" mode, make the altimeter at the top of the screen show terrain altitude rather than sea level altitude. Alternately, add a toggle button to pick which one you want to show. I think there's a mod that does something like this, and I always use the KER readout anyway, but it seems much more noob-friendly to have this behavior in stock.
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What I would really like to see is if you build something for a contract, it should flip to an "owned" state where you can't control it until you get another contract. Then put a filter icon in the tracking station to hide other-owned objects, and maybe color their orbit differently. Maybe contract completion could change the name of the thing, too.