ninjaisfast
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Everything posted by ninjaisfast
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ninjaisfast replied to nightingale's topic in KSP1 Mod Releases
Using a few contract packs - anomaly surveyor, interplanetary mountaineer, and tourism. If stock contracts are unchanged then I misunderstood the new changes, so that's my mistake- 5,206 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
ninjaisfast replied to nightingale's topic in KSP1 Mod Releases
I haven't installed yet, because the changes seem a little too different to the stock contract system than I would personally like. So far, I've been enjoying the stock RNG contracts for my career, and if I understand correctly how your system works, wouldn't feel as challenged by your new system. I use KCT with several active missions at once, never timewarping for more than a few days, which makes being at the mercy to RNG contract generation just feel like part of the challenge. If you could include a way to modify this to be more stockalike down the track then that would be amazing. Congrats on the big release by the way.- 5,206 replies
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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]
ninjaisfast replied to Galileo's topic in KSP1 Mod Releases
I'm currently running a version of SVE in my 1.1.3 install, but I'm not sure which one as I haven't downloaded this yet. Before I start a download, is there a way for me to tone down on the green-ness of Laythe? I understand why some people would want it that way, and it does look gorgeous, I would just like its shine and oceans a little less green if I can change some settings somewhere. Lovely work by the way. -
SVE-KSPRC Combination Discussion Thread
ninjaisfast replied to Nhawks17's topic in KSP1 Mods Discussions
Setting up my 1.1.3 install now. This thread looks like the most helpful thing ever. Thanks guys. -
[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
ninjaisfast replied to nightingale's topic in KSP1 Mod Releases
Yeah, after having a closer look, most of the descriptions are good. The only two I suggest altering are the Pyramids and also the (SPOILER?) By the way, I have noticed that the SCANsat requirement isn't occurring for me despite having it installed. Unsure why that is happening, unless that requirement is only for bodies other than Kerbin. Great work though, your mods add a lot to the game.- 502 replies
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[1.4.x] Contract Pack: Anomaly Surveyor [v1.7.1] [2018-03-30]
ninjaisfast replied to nightingale's topic in KSP1 Mod Releases
Just my 2cents from using this a little in my current career. I knew about some KSP easter eggs, but not there exact locations or specifics. This contract pack, while encouraging me to explore these locations, kind of spoils any surprise factor I could gain from visiting them. My suggestion is possibly altering the descriptions in the contracts to be a little more ambiguous, which would increase the mystery aspect. For example, the 'Investigate the Pyramids' contract could be renamed to 'Desert mystery', with the description altered to include 'Strange structures have been detected in the Great Desert to the West. Locate and identify this anomaly.'. Obviously not that exactly but hopefully you understand my point haha. My apologies if this has been mentioned previously.- 502 replies
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
ninjaisfast replied to Ippo's topic in KSP1 Mod Releases
Thanks for checking for us though Yeah, I see it as a community hotfix as well. If coffeeman gets around to it, he could implement some of those fixes in to an official release, so hopefully these community fixes benefit everyone. If you can manually install this (I've never used CKAN so no clue if it would be incompatible with it), and are playing KSP but are waiting on Dangit to start a career, then I would recommended installing the hotfix and seeing how it goes in sandbox. I'll be starting my career in about 2 weeks once I'm on holidays, so will update here with how things go in the long term. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
ninjaisfast replied to Ippo's topic in KSP1 Mod Releases
A side note and a real long shot, but does anyone know about the state of entropy/if someone could get it working? It added parachute failures, srb failures, and other interesting failures to dangit. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
ninjaisfast replied to Ippo's topic in KSP1 Mod Releases
Yeah, I was here thinking that it was broken. But I just had a random control surface failure on a craft in while flying in a scenario. So it's functioning, at least sometimes anyway -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
ninjaisfast replied to Ippo's topic in KSP1 Mod Releases
Yep, that's my experience too using your release. I chucked a satellite into orbit of the sun and timewarped 5 years forward. No failures, everything still working just like at launch. This is with manual failures disabled and in a sandbox save. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
ninjaisfast replied to Ippo's topic in KSP1 Mod Releases
There's an option 'manual failures' or similarly worded, that around a year ago allowed you to right click and cause failures. The option is still in the dangit menu when at KSC. It's no worry though I will do as you say and focus on a timewarping ship to see if the mod is working. -
[1.0.5 - Alpha 6] Dang It! (12 september 2015)
ninjaisfast replied to Ippo's topic in KSP1 Mod Releases
Not sure if this is a bug or not with your release, but I can't seem to verify if dangit is working. I can't cause manual failures by enabling them from the menu and then right clicking on parts in flight. Unsure if this is me not realising how to cause failures...happens in both 32bit and 64bit.