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Posts posted by SkyKaptn

  1. 1 minute ago, CyclonicTuna said:

    If only I could be comforted by that. Its not as simple as "lets slap on an mp mode, and if people don't like it they don't have to play it". It takes time to develop a good mp mode, and if that time is being taken away from somewhere else it could pose a problem. 

    I wouldnt loose any sleep over it at this early stage of dev tho. 

  2. 19 hours ago, CyclonicTuna said:

    However I don't feel like they have a grasp on what makes KSP fun when they mentioned multiplayer. I am personally not sure wether KSP is the kind of game that even needs multiplayer. Not every type of game is improved by having multiplayer in it, and it feels more like a forced feature to boost hype and potential sales of KSP 2.

    YOUR "feelings" about KSP is not necessarily the next man's "feelings".

    My "feeling" is that either you start a MP session with your buddy, or you dont. Problem solved and move on.

  3. 26 minutes ago, Kerenatus said:

    s there a solid scaling formula for the parts so we can reliably and conveniently scale them without making them over or under powered?

    There is a mod today (smurff) that with a few lines does, quote - "Stock and stockalike liquid fuel tanks (LFO, LF, Monoprop) have a fuel mass fraction of 87-89%; SMURFF increases this to 97% by reducing dry mass by 76%, putting them in line with real spacecraft fuel tanks"

    This works very well for those who do not want to go full RO. It would be dead easy to implement a stock smurff-alike function that matched one's chosen stock scaling.

  4. 3 hours ago, Thadeasaurous1 said:

    No idea how to do anything with MM. where would i put this?

    Open notepad and paste the text into a blank page. Save as x.cfg (where x can be whatever name you like) and put your newly created cfg-file into KSP's gamedata folder.

    For better overview you could even make your own folder inside the gamedata folder and stash own configs there. Name the folder i.e HomebrewConfigs

  5. 54 minutes ago, jbarry39 said:

    So apparently no progress on anything regarding an update for 1.7.2 anytime in our future(?) 

    So 'apparently' you do not read the thread you are posting in. Stop nagging, you'll only delay things even more. Anyways.. 1.73 will be your best bet. (and it will be buggy as hell with the new colliders, so hotfixes for 1.74-75 will come shortly thereafter)

  6. On 7/15/2018 at 3:40 PM, SkyKaptn said:

    I have to bump my previous question from two posts up. Are the non-occluded orbit lines when zooming out a known issue? I am wrecking my brain trying to figure this one out.

    Issue posted in github

  7. On 6/19/2018 at 1:02 PM, Vermoot said:

    Hi @jrbudda!

    I've been reading through the last couple pages of this thread and your additions to KER look great, however I'm mainly playing RSS/RO on 1.3.1, and I've tried dumping your latest release (v. in my install, unfortunately it doesn't seem to work properly (I assume because it's been compiled against 1.4.3. I knew that going in but I figured I'd still give it a shot).

    I'd love to be able to play with your version of the mod, and especially your fixes with regards to RealFuels are something I've been longing for. Us RSS/RO players could really use that.

    Any way you could make a 1.3.1 compatible version?


    I would like to second this. There is quite a huge player base stuck in 1.3.1 missing out on the new features.

    -1.3.1 is most likely THE final version for a lot of heavily modded savegames (in a very long foreseeable future to come)

  8. I am having a strange thing going on with the ship's orbit lines. When I zoom out from the map the orbit line suddenly shows behind the planet. It does not get occluded anymore at a certain zoom rate. Also, if I focus on the planet itself the orbit line always shows behind the planet, no matter what zoom rate.
    All mods and dependencies are 1.3.1 (it also happens on a "vanilla" RSS)



  9. This is a bit on the side, but regarding SSTOs I sometimes du a pylon attached build where I jettison all chemical engines and tanks once in orbit. This still is a legit SSTO, if one jettison after orbit is achieved. Makes one heck of a TWR boost for the rest of the planned mission(s). Just do a SPH/VAB check to ensure that the dry weight CoL/CoM balance is OK for eventual atmo re-entry.

  10. 27 minutes ago, Gargamel said:

    But no, this is not an indirect announcement of KSP2.  It is a direct announcement that Squad is looking to expand.   Don't look beyond that. 

    OK, if you say so. Since the banner has a picture of a Kerbal + the title of it reads "Looking for devs with experience from KSP", it could be easily interpreted as something KSP related is brewing.

  11. 49 minutes ago, StarStreak2109 said:

    I'm on 1.4.3, but I have a 1.3.1 install still available. There are certain bugs on 1.4.3 that get to me, but then again, there are mods that only work in 1.4.x, so yeah...

    This. My choice as well. The downtime for just waiting for 1.4.x to catch up, if ever, is not an option. But we are in a catch22 situation here as you say with mods that will only work in 1.4.x

  12. Time has come for a KSP 2.0. The game is aging badly for ppl with thousands upon thousands of hours into it. Visually it stinks like a game from the late '90s, unless using VFX mods that get broken over and over again from updates. Game code is a spaghetti mess with numerous bugs that are re-introduced each update. Performance is crap if you have a major construction. 

    I sincerely believe that it is high time to start from scratch. And also give people a stock choice in a future 2.0 between RSS and "regular size" so we are not dependent on slow mod updates. Regular size Kerbin offers no challenge for experienced players. 

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