spacetackle
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Everything posted by spacetackle
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USEABILITY NEEDS WORK.
spacetackle replied to spacetackle's topic in KSP1 Suggestions & Development Discussion
I use the manoeuvre node enhanced mod which is great - However there really needs to be a native fix for this. Manoeuvre nodes are a fundamental mechanic of the game , that conceptually are great but are really poorly implemented. The nodes function fine until you start venturing beyond Kerbin at which point they become a hindrance to fun gameplay. This is a big problem because game play beyond Kerbin represents a huge amount of content, and probably the most rewarding game play experiences. -
Key Problems: 1. Nodes and Node Controls do not appropriately scale between different points of reference. (e.g looking at Kerbin, ve looking at the Kerbol system.) This is particularly frustrating when attempting to create interplanetary transfer nodes. (both input and UI) This results in constant frustration from the player - trying to wrangle the UI and its input into making precise maneuvers. It is worsened by a cluttered interface - see point 2. 2. Screen clutter around node when trying to interact with it - is infuriating. When mousing around a node, the screen can become so cluttered it becomes a real chore to work with a node. It is a really awful game-play experience and needs significant improvement. SEE PICS: https://imgur.com/a/BchvLKA
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Multiple objectives - mission builder
spacetackle replied to spacetackle's topic in KSP1 Gameplay Questions and Tutorials
So, are we able to create contracts too or just missions? The mission builder is great (although buggy) but it almost seems like an oversight that you can't create a contract, given that contracts have been in the game for a long time. -
Hi, I am trying to create a mission with multiple simultaneous objectives. I need the player to approach them in any order - but complete them all before the end of the mission, for example go to the mun, minmus and eve. The best I can figure out is branching all the nodes from a single node and then assign scores to each for completing these branches all lead to a single check score end node - so if the score reaches a certain value - the end node is triggered. The problem with these branches is that the mission are displays as: go to the mun OR goto minmus OR goto eve. in the game Is there a way to have multiple simultaneous objectives?
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Kerbal Space Program update 1.4 Grand Discussion thread.
spacetackle replied to UomoCapra's topic in KSP1 Discussion
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
spacetackle replied to RoverDude's topic in KSP1 Mod Releases
Really great mod! I use this to allow for interplanetary travel in my multiplayer server that has timewarp turned off. Thanks for making it! I do have a suggestion for the next build: Please improve the collisions to be more representative of the actual shape. it will be easier to launch and easier to integrate into ship designs. -
[1.1] Spacetackle's K.I.E Fighter mod 1.1k
spacetackle replied to spacetackle's topic in KSP1 Mod Releases
New docking hatch part- 81 replies
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
spacetackle replied to spacetackle's topic in KSP1 Mod Releases
Thanks for posting these, though just so you're aware, I'm making re-imagined /kerbalized ships and not exact replicas- 81 replies
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
spacetackle replied to spacetackle's topic in KSP1 Mod Releases
NEW FANCY SHMANCY INTERCEPTOR WINGS, as requested.- 81 replies
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
spacetackle replied to spacetackle's topic in KSP1 Mod Releases
Here is a teeny tiny sneak peak of the update. Lots more to come for KSP 1.2 release- 81 replies
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Thank you for everything @KasperVld All the best in the future!
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
spacetackle replied to spacetackle's topic in KSP1 Mod Releases
Yes I am almost done. I decided to wait until the 1.2 update to release it- 81 replies
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[1.1] Spacetackle's K.I.E Fighter mod 1.1k
spacetackle replied to spacetackle's topic in KSP1 Mod Releases
Thanks mate! Glad you are enjoying it! I definitely have more additions planned soon, mostly to the K.I.E Fighter but also an X-wing Starting back on it today. Sorry I have had the perfect storm of UNI assignments & family events, so my planned update had to be pushed back, Though rest assured I am working on it now and will have a release out in the next fortnight - new update It will have: New Interceptor wings, A tie bomber hull/cockpit, tie bomber wings, Darth vaders hull - this will attach to the existing cockpit. New smaller and original star wars like arms - (even though I made my own variation - I think it will be cool to have more authentic arms of the fighter new batter module and a new docking port fixed shaders on the current interceptor wings ( I broke it last update, hence they look an odd colour... woops ) * these are all additions to the current pack so current parts will remain. ** surprise parts This is really cool! I will have to fly it!- 81 replies
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Hey mate, I'm not able to access the log (not sure I would know what I'm looking at anyway lol :P. But check that you have kopernicus and module manager installed. The latest RSS version, has these included in the ZIP download. Check that you have copied the all files to the correct folder. Also you NEED to download the texture files. They are available on the front page of the RSS thread. If you have not installed these the game will not load or not work. Start with a clean install and then install RSS, check it works before adding additional mods Hope this helps
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As a modder myself I use both spacedock and curse, and I find spacedock FAR easier to use than curse. Curse also is seldom supported by the majority of the community these days. The reason I think you should do this is not for popularity's sake, but because there would probably be a lot of players who would enjoy your mod very much but they have no idea it exits and so they are missing out on your great work.
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hey @Kerbas_ad_astra, This mod is really fantastic, allowing people to easily swap their solar system for the real one without needing 10,000 mods! I am really enjoying it and I think so many more people would......if they knew it existed. (I found out about it through reddit) Can I make two recommendations? Add this mod to spacedock and or curse so that more people will know it exits and get to enjoy RSS without all the complex installs. Also see if you can get it mentioned on the RSS page. I bet this mod would have so many more players and support if people just knew about it. thanks, and keep up the great work!
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KSP Interstellar Extended Continued Development Thread
spacetackle replied to FreeThinker's topic in KSP1 Mod Development
Hey everyone, Is someone able to tell me if this mod will work with unmanned before manned or if they conflict? Thanks -
[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
spacetackle replied to Nils277's topic in KSP1 Mod Releases
Thanks for your hard work! -
[1.1.3] TAC - Life Support v0.12.2 - Release 03 JULY 2016
spacetackle replied to danfarnsy's topic in KSP1 Mod Releases
I Love this mod, thanks for making it! Looking forward to when it is integrated with stock toolbar TAC is the last mod I use that still uses blizzys....I allllmost have all the mods lined up and looking pretty in the same spot Keep up the great work- 200 replies
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[1.12] Extraplanetary Launchpads v6.99.3
spacetackle replied to taniwha's topic in KSP1 Mod Releases
Hey everyone, If I choose not to use the toolbar mod, will I lose functionality in this mod or does this mod fully utilize the stock toolbar? Toolbar is great though these days I find it a little superfluous and that it just adds to screen clutter. Can I use this mod and completely avoid using toolbar? -
Hello everyone! Question: Is there a career / contract pack / tech tree mod (other than realism overhaul) that adjust the game for real solar system WITHOUT requiring tonnes of additional mods and parts? Just a simple conversion of the career contracts and tech tree into something that makes sense for RSS
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Hey everyone, I am running ksp 1.1.3, and using this mod because it is a dependency for real progression zero Is anyone else running this mod in 1.1.3 and can verify they have working engine sounds? All engines I have tried in this mod fail to play any sound. Is there a known sollution/ problem? Thanks.
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Thanks for that @jdub3350 I will check it out