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cyberpunkdreams

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Everything posted by cyberpunkdreams

  1. Another bug I'm afraid. Both the Kerbals in my space station keep getting their health change figure switched from -1.40 to -12.50, which keeps giving me quite a scare! I've not been able to work out when it gets switched yet, but switching back to the station fixes it until it gets switched back again. I've noticed it a few times. Log file link: http://latenightpartnership.com/KSP_log2.rar
  2. I think you'd just need to create an API to allow systems external to the mod to poll a Kerbal's health and adjust it. That should be pretty simple though, and is probably something worth having at some point anyway.
  3. We were just discussing this a couple of posts above.
  4. Thanks, and all understood (especially that UI stuff). I'll work on some MM patches. You'd be welcome have to them as well to integrate into the mod (quality control notwithstanding). Likewise, I'd be happy to help with contracts, as they're quite easy to separate out (they're just config files, a bit like MM patches). I guess stupidity could also be used to affect random events? Just because they'd be more likely to do something, well, stupid...
  5. Hey, you're probably getting fed up with me, but I had a few other ideas. Your mod has just hooked me! Some kind of extra (optional) tooltip or detailed info panel showing the factors behind the change numbers for each Kerbal. Modelling psychological state separately from health. Making use of the courage and stupidity stats.
  6. Thanks. I actually just edited the save file in the end. I'm also curious about how the hitchhiker bonus works -- does that trigger off that part in particular, or any part with a large number of seats? Integration with Kerbal Roster Manager would be cool as well, where the health decreases as the kerbals get older. Final thought -- how about contracts? I wouldn't mind getting involved with that. You could basically get a permanent (but small) increase to a kerbal's health by completing a given mission. For example, something like "We think that Jeb may actually be healthier than he looks. Let's send him on a solo mission to plant a flag on Minmus to find out." Successful completion gets a cash reward (of course) and maybe +2 health or something.
  7. SpaceY has a good line in thrust plates. I mostly use those instead of the auto ones.
  8. Doh, that made me realise that I don't even has USI-LS installed ;). Small bug report -- I've got a kerbal with NaN health and NaN delta-health. She was on orbit before I installed the mod though, so I guess that's the probably cause?
  9. Yes but no. I'm experiencing that as well, but with this other thing, it actually says "local control" over at the top left.
  10. Quite possibly, but I have no idea what it could be...
  11. Well, I've got something proper weird going on then! It's just this probe core that behaves this way for me. It's always been this way, across multiple career games and mod set-ups. I don't even really want it to be honest, as it does feel weird...
  12. Because it gives you local control, as if there was a kerbal on board. I'm pretty sure that's stock for this core, and not just given by a mod I have installed.
  13. It's in stock: http://wiki.kerbalspaceprogram.com/wiki/Probodobodyne_QBE There may be others that do this as well? It's quite high in the tech tree.
  14. F For Eve, a parachute landing is probably fine? Otherwise you either need kOS or an advanced probe core that gives you local control.
  15. This doesn't exactly answer your question, but you might want to consider Bon Voyage if you work with rovers a lot. It's the best way to do long distance travel with them. Doesn't help you if you're just driving around for fun though, I know...
  16. I for one feel that making sure that the right dish is pointing in the right direction all the time would just be a realism too far. Sure, I do sometimes think to myself during a mission "Oops, that dish is pointing nowhere near Kerbin" and I might rotate the craft just for fluff reasons, but having it as a rule would just making ship design and missions too hard.
  17. Great mission, I like your servicing craft! This reminds me of another question/though I had -- I've never tried, but how easy is it to get a shot of Moho without blowing out your telescope's sensors?
  18. +1 on having problems connecting with RT. I absolutely love the mod though! So far, I've only used it on Mun, and it's not been too much trouble to send some guys out to collect the data... plus plant a flag, collect some new data, etc. I'm sure NASA would love to fly to the moon and back this easily ;).
  19. That's on my to-do list too ;). For fluff, if nothing else. And on a related note, I know people object to having to have a LKO network, as opposed to ground stations, as it's not realistic for deep space missions. However, that are various comm networks in low earth orbit for talking with science satellites, Hubble, ISS, etc. So it's still the right thing, even if it's for the "wrong" reason.
  20. Again, fair enough! Just a thought, and you know best how the mod is balanced (I've not even tried it yet). I was more thinking of making the early game easier (and long duration in Kerbin orbit I guess) and not making the rest harder. But if the early part is already easy enough then it's not a problem.
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