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Everything posted by Waxing_Kibbous
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I'm just starting out, but to me the psychological/homesickness aspect is daunting. One quick brainstorm is to have these factors calculated on a per-kerbal basis, based on the courage, stupidity, and BadA traits. High courage+low stupidity would give a bonus, BadA would give an even bigger one, etc. This could be fun because it ends up being like the crew from an Alien movie or something Another thing I thought of is based on the assumption that kerbals are a race that lives for adventure and exploration. Keeping a kerbal cooped up in a station or base or vessel around/on one body would eventually bore them, but the act of going to a new location (code wise this could be leaving the SOI of a body then entering a new one, or even the idea of entering a new SOI extracted from the conics) could make them happy again. The steps could be leaving an old place, the anticipation of getting to a new planet, then finally arriving, each of these steps alleviating some of the angst. These are obviously just throwing stuff and seeing what sticks, maybe they fit into the Kerbalism world, maybe they don't
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Rover test range for KSC
Waxing_Kibbous replied to Moiety's topic in KSP1 Suggestions & Development Discussion
I agree, but I'm doubtful of any major changes to KSC at this point -
Cool idea, it would be handy for mods where stuff breaks also
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My 2 cents this time around: I would love to see stations and bases have an actual point to existing. You build them and then there they are, oh boy. Yep, there's my station, just hanging out there. OK they can serve as fuel depots or OP science crunchers but that isn't too exciting, they really need purpose. In career mode they are just contract fluff. I'd like to see Rep have more meaning and be harder to gain. It should give something tangible, like a star rating to your program, each star adding benefits like better gear, cheaper hires, more , etc. Looking to my previous point, having bases and stations could earn rep to the player every X unit of time depending on where they are and how active they are, swapping crew, adding modules, creating fuel, etc. Rep would also be easy to lose, think of a Simcity type of thing where doing nothing would decrease rep. From a past post, I'd really love to see challenge contracts, land on Mun and return for less than 3000 funds, get a 2t rocket to orbit, etc. Just some fun challenges sprinkled in the regular game to push the player's engineering and flight skills. Anyhow, I usually set funds to around 80% and science to 60% to add some challenge without too much grind, but lately I've been playing science mode because the contract system tries too hard and ends up being boring, but mostly because I get neurotic about rescuing every G#$%@&M Kerbal and just end up quitting.
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Hi @-MM- I started a modded career with this and am getting some weird behavior in the LS readout. 2 things- I should have 3 days of supplies, and every time I EVA or the situation changes another field gets added. I can upload a modlist if you think that is an issue.
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
Waxing_Kibbous replied to RoverDude's topic in KSP1 Mod Releases
I've discovered a bit of a dangerous hacky cheat if anyone wants to get random Kerbals. Apparently they still populate behind the sceness, if you look at the cheat menu under kerbals you will see a list of applicants. To hire them you'll have to edit the persistent.sfs file by changing their type = Applicant to type = Crew. Back up your save file before touching these though, I've borked a few saves doing seemingly "safe" edits. This seems to work though. If you feel guilty about the freebies just knock off some funds in the cheat menu. -
[1.2.2] KerbalismSimplified [1.1.5]
Waxing_Kibbous replied to theJesuit's topic in KSP1 Mod Releases
So, I tested the KPBS parts in orbit and they seem to be working but really need some balance, in particular the Air tanks. I'm sure the whole thing could use some balance, I'll leave that to you. But, the LS modules add supply time and the small greenhouse will grow food, the ConsumedWaste tank filled up and the parts show stats in the VAB. Thanks for the help with Soylent, I'll play with that a bit today, hopefully I make some progress. Looking at it I think a good balance between red and green Soylent could be manipulated via light_tolerance = Just tried your code, the VAB readout looks to be missing some fields Lastly, is there a way to reload the MM config in game so I don't have to keep restarting KSP? -
How to get money easy
Waxing_Kibbous replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
Earlier on the contracts I like are LKO/Munar orbit rescues, get science from somewhere and plant flag contracts. LKO rescues are quick and easy, you can scoop up 2-3 kerbals at a time no problem. Sometimes on the way to Mun/Minmus I check back at KSC to see if any easy contracts pop up that I can add to the current mission. -
Hi all, I'm trying to adapt this to Kerbalism Simplified but I'm struggling. I made a MM config: @PART[UDA_SOYLENT_GREEN_GIGANTOR]:NEEDS[ProfileSimplified]:FOR[Kerbalism] { MODULE { name = Greenhouse converterName = Green StartActionName = Start Green StopActionName = Stop Green tag = Life Support GeneratesHeat = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 0.7266319444 // uses 10x more charge for more pumping } INPUT_RESOURCE { ResourceName = SterileOrganicSlurry Ratio = 0.00001610277778 } INPUT_RESOURCE { ResourceName = BadAir Ratio = 0.001509731477 } INPUT_RESOURCE { ResourceName = SoylentStarter Ratio = 0.000000017265625 } OUTPUT_RESOURCE { ResourceName = Consumables Ratio = 0.000017265625 DumpExcess = false } OUTPUT_RESOURCE { ResourceName = Air Ratio = 0.001747808314 DumpExcess = false } UseSpecialistBonus = false } RESOURCE { name = Photons amount = 0 maxAmount = 0.1 } } But it's not showing the LS resources in the VAB- there are spots for them but they are blank. I'm not sure if the "name" field is correct. I also saw this block in soylentconfig.cfg so I added some lines at the bottom, but it didn't work either- any ideas?: UDA_SOYLENT_CFG { // ElectricChargeRatio = 0.7266319444 // pumps etc // Gigantor 24.4 e @ 40% => 61e 'of light'. 10% Earth normal saturates photosynthesis => 6.1e uses 1/3 of spectrum => 2e // 80% e to lumen => 2.5e, 80% spectal match => 3.125 // ElectricChargeRatio = 3.125 // lights etc ElectricChargeRatio = 3.8516319444 SterileOrganicSlurryRatio = 0.00001610277778 CarbonDioxideRatio = 0.001509731477 SoylentStarterRatio = 0.000000017265625 OxygenRatio = 0.001747808314 FoodRatio = 0.000017265625 WaterRatio = 0.00001141184028 ConsumablesRatioKerbalism = 0.000017265625 AirRatioKerbalism = 0.001747808314 BadAirRatioKerbalism = 0.001509731477
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[1.2.2] KerbalismSimplified [1.1.5]
Waxing_Kibbous replied to theJesuit's topic in KSP1 Mod Releases
Hi @theJesuit I made a config for KPBS- first of all I'm not a coder so there may be goofs, secondly there is no thought to balancing yet. iMO the only thing to be balanced is the small greenhouse part, but since it currently has no lamp maybe thats OK. All I did was a find/replace of one of the files (the Classic one) in GameData/PlanetaryBaseInc/ModSupport/Configs/Kerbalism/Profiles, basically just renamed stuff. Feel free to proofread/change/add to your mod if you want. It *seems* to be working but I just checked a few things in the VAB. https://www.dropbox.com/s/g1dgrmwlv22tifq/KPBS_MM_Kerbalism_Simplified.cfg?dl=0 -
I'd like to know how to make a new category in the main categories bar in the VAB/SPH and move parts, as in remove from one category and place into another, into it. I've poked around some mods that kind of do it, eg Kerbalism (makes it's own unique category), but I'm not finding the appropriate code. My end game is to separate out plane parts from rocket parts, these tabs get way too bloated.
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Just adding my vote for a Kerbal death option, even if it's just a MM config. I love the simple-yet-not-too-simple gameplay mechanics of this but it'd be nice to have some danger and real consequences.
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Planets that can not be made.
Waxing_Kibbous replied to Whirligig Girl's topic in KSP1 Suggestions & Development Discussion
I'd like to see surface variations, sandy/dusty, rocky, muddy, frozen that affect landing gear, kerbals, and wheels. I'd also love to see some better landscape features, maybe some hand made detailed parts on planets that could be good for racing/base building. Things like arches, caves/caverns, difficult wastelands with boulders and cliffs, scenic canyons, etc. -
Science Holding
Waxing_Kibbous replied to voicey99's topic in KSP1 Suggestions & Development Discussion
Hey OP give this a shot, I'm not sure if it can transmit from a Kerbal though https://spacedock.info/mod/988/Science Relay -
So lets say I paste a link https://kerbalspaceprogram.com/en/ now when I type everything still looks like a link, the only way to fix is to return even spaces don't negate it and now it is normal again. Am I just bad at any program involving typing or is this a buggy behavior?
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Just starting with this mod, I have some questions: I see in the Support folder there is a cfg for AtomicAge, is AtomicAge still supported, and if so do you need something like this https://github.com/deimos790/PorkWorks_Continued included in a 1.2.2 install? When I play in stock KSP I usually reduce science returns to about 50%, but it seems like Kerbalism has fewer opportunities to get science- is it balanced at 100% or is that still pretty easy? Is the electrical system different? I had a craft that was from top down a small antenna, stayputnik, Science jr with 2 small batteries radially attached, decoupler, and a thumper. It ran out of EC at about the peak of the launch even though the batteries had a ton of charge left (it was a pretty hot launch though ). Thanks! Cool Mod! Edit: also a feature request, a science part that could discover the radiation fields of planets would be neat.
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I'm not sure how far you dug into the task manager but I keep a Win7 machine around and a pretty constant issue was the windows updater hammering the CPU. It's been a while since I booted into it but that was an issue, do a search for "Win 7 update CPU" you will get a lot of hits.
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[1.2.2] KerbalismSimplified [1.1.5]
Waxing_Kibbous replied to theJesuit's topic in KSP1 Mod Releases
What is atmospheric leakage? If it involves the pressure in the vessel I assume it can be countered? Thanks for making this pared-down set I've always wanted to try Kerbalism but was scared haha- this is my training wheels Also, if I wanted to use another greenhouse mod, say Soylent, how hard would that be to adapt to this? Thanks! -
Apparently NASA recently updated their image site https://images.nasa.gov/#/ https://images.nasa.gov/docs/images.nasa.gov_api_docs.pdf TONS of stuff to check out, it's neat to catch up on older missions now that I have some KSP under my belt
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I came really close to buying one of these last year when Mars was close by, would it have been worth it for planet hunting?
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- telescopes
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Discussion on bunking of video from Hazard-ish
Waxing_Kibbous replied to qzgy's topic in KSP1 Discussion
Unsubscribed for now just to send a message- hopefully this thing untangles itself and his content becomes more honest and interesting because of this mess. -
Moar Procedural parts.
Waxing_Kibbous replied to Bloojay's topic in KSP1 Suggestions & Development Discussion
The issue with procedural parts is everyone has a different gameplay philosophy. I'm in the group that considers KSP a puzzle/problem solving game, so I like the challenge of engineering within a smaller limit of parts. I think procedural parts would make the game too easy, the only challenge then would be paying for them and currently KSP's balance in terms of funds leans towards being overly generous. I don't think procedural parts are a good answer in terms of game balance, but as an addon I can see the appeal to those that want more customization. -
Does anybody else think Jeb and Val should hook up?
Waxing_Kibbous replied to imkrazy's topic in KSP1 Discussion
Really a bad idea- Either they are stuck in close quarters unable to get some space (get it?) for years at a time, or you are talking a seriously long distance relationship Imagine breaking up 2 weeks after launch on a 10 year mission, oof. What, am I being cynical? No, YOU'RE the one that is being cynical pal! Get outta my face! -
I'm confused about the dds/png conversation- I'm on Linux + Nvidia and I feel like I should be seeing problems but I'm not. Are the issues not glaringly obvious? I'd like to see a screenshot. The stock textures from Squad are all dds files and they work, so the question is why wouldn't these? Is dds like tiff in that there are a ton of options, and the dds files simply need to follow a certain standard to work cross platform? *just opened a dds in Gimp and yes there are many options. My guess would be that Squad saves dds in a certain way that works across the board, some modders save them in a way that breaks in very specific setups, eg. Unix systems with AMD graphics. If I'm right figuring out which checkboxes to set when opening/saving the dds format could save some work.
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The way newborns look fresh out of the oven is a glimpse into what they will look like in 70 years