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Everything posted by strudo76
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[1.3.x] SETI, Unmanned before Manned [Patreon]
strudo76 replied to Yemo's topic in KSP1 Mod Releases
It's just MM changes to make new parts, so I'd say probably...- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
strudo76 replied to Yemo's topic in KSP1 Mod Releases
Yemo hasn't been around since September apparently, so I wouldn't expect any reply regarding updates. Unless they are just waiting for 1.4.x to settle down before doing updates.- 2,515 replies
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Excellent information. Thank you.
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Hey there I'd like to modify some experiments to allow the science to be collected (only by scientists), and disable the ability to reset the experiment. Is that possible to do with MM? I see the dataIsCollectable and collectActionName in the part definition, but nothing that refers to which trait can perform the collection. There is also the resetActionName key. I assume if I remove that key, the option to reset will disappear effectively implementing the second part of my request, but is that the best way to go about this? Also is there any way to affect the amount of experience a Kerbal gets for performing the tasks? Or a way to change the amount of experience required to reach each star? I'd like to be able to have my Kerbals become 4 star without needing to leave the Kerbin SOI. Thanks
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Will this be abusable? i.e. just keep trying the repair until it falls on the right side of the 50%. Or a one attempt only per Kerbal mechanism?
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So what's the next DLC going to be about?
strudo76 replied to Gorman's topic in KSP1 Suggestions & Development Discussion
They start out valueless. They have no value other than what the player attributes to achieving them. I don't see how it devalues the game either? In what way? Online gaming is different, as people are actively competing against each other. Of course in that case people will want to look better than the rest. Steam achievements for a single player game are virtually individual only. Sure, they are visible publicly, but I for sure have never even thought of looking up someones achievements for any particular game. I wasn't suggesting there was. I was stating that I don't think using mods should disable the ability to get achievements in any cases. -
So what's the next DLC going to be about?
strudo76 replied to Gorman's topic in KSP1 Suggestions & Development Discussion
Not really. It's not like you get anything for getting the achievements. If people fraud them, so be it. Doesn't affect anyone but themselves. That doesn't deny the reason for their existence though. Those who want to achieve them the proper way are still free to do so regardless of what other people do with their games. I think the PS4 situation is a little more complicated as achievements on PS4 do count for something I believe. There are numerous games though that have achievements in the Steam version and not in the console version. I wouldn't like to see achievements disabled just for using mods, as there are several core mods that are almost stock features they get used so much, such a KER. Just having something like that shouldn't disable mods. True, and it's also a feature that not everyone will care about. That doesn't mean it shouldn't happen. I think the workshop conversion is an order above achievements, as that will fragment the modding community, and people may be essentially forced to use whichever modding platform the creator uses if they want to use those mods. -
So what's the next DLC going to be about?
strudo76 replied to Gorman's topic in KSP1 Suggestions & Development Discussion
Absolutely. This game screams out for Steam achievements. I know not everyone sees value in achievements, but others do, and for those people it would be a welcome addition. They are especially useful for those people who find games like this difficult to get into without set goals, as it offers them goals to aim for and continue playing. They are also useful to encourage people to play in different ways, doing things for the achievement instead of playing through parts of the game in the same way since that's what they have become accustomed to doing. -
[1.12.x] Experiment Tracker Retracked
strudo76 replied to linuxgurugamer's topic in KSP1 Mod Releases
Does this mod show only the science currently available , like [x] science does, and if so does this have the same irritating pause that [x] science has when changing biomes/situations and the list needs to update? -
[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
strudo76 replied to micha's topic in KSP1 Mod Releases
Will this not work at all without a recompile? -
There is also some potential to add some new strategies, that could increase part reliability in exchange for funds/science/rep. Might result in some interesting decisions.
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Hey there I'd like to modify some experiments to allow the science to be collected (only by scientists), and disable the ability to reset the experiment. Is that possible to do with MM? I see the dataIsCollectable and collectActionName in the part definition, but nothing that refers to which trait can perform the collection. There is also the resetActionName key. I assume if I remove that key, the option to reset will disappear effectively implementing the second part of my request, but is that the best way to go about this? Also is there any way to affect the amount of experience a Kerbal gets for performing the tasks? Or a way to change the amount of experience required to reach each star? I'd like to be able to have my Kerbals become 4 star without needing to leave the Kerbin SOI. Thanks
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[1.8+] Custom Barn Kit 1.1.20 (19 October 2019) - Parachute Included
strudo76 replied to sarbian's topic in KSP1 Mod Releases
Hey there Was looking in the default file and saw an entry for unlockedEVAClamber under the ASTRONAUTS section. Can you tell me what this does please? As an aside, is there a reference somewhere for each of the options in the default file? Most are pretty self explanatory, but a reference might be useful for some (or non English speakers). Also in the OP you state that you might not continue supplying the default file. I would like to see this file remain, as it's handy to look into and see what options are available to change (unless there is a reference somewhere, in which case it's probably superfluous) Thanks -
When using Oh Scrap! and Scrapyard, is it better to use the KCT recovery and edit the craft in storage to replace parts, or use the stock recovery and build a new vessel from the inventory? Every time I have a part failure and use the KCT recovery, I seem to struggle to get the craft ready for flight again without the same failure displaying immediately. Another thing I seem to get is when using the KCT recovery on aircraft, next time I use the vessel (without editing first), it always orients in the upright (rocket) position. My last craft happened to be so well balanced that it just sat on the Juno engine and couldn't get enough thrust to flip it onto it's wheels Thanks
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I'm not using the auto quick apply, and I have no cockpit parts in the inventory. I'm not building a new craft, but using the kct recovered vessel, so the aircraft is already built. I guess the way to do it will be too strip everything off the cockpit, remove it and delete from inventory, user a new part and reattach everything? I'll post a pic or two later in case we're not talking about the same thing.
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I think I'm missing something. I have an aircraft that I've flown 6 times, each time returning to the runway and using the recover vessel option of KCT. Oh Scrap! is telling me the cockpit's safety rating is zero, with failure imminent. So I edit the recovered craft and no matter what I do I can seem to get the cockpit to use a new part. I tried selecting it and clicking the new part button, but it didn't seen to do anything with regards to build time or safety rating. Am I doing it wrong or am I not understanding something? On the fun side, this happened. failures! First an engine fuel leak destroyed the engine, then an elevron got jammed, then a fuel tank started leaking. Not a bad landing considering (both considering the damage to the craft, and my less than ideal skills at designing or flying aircraft in KSP)
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Here's something that might be of interest. I sometimes take mod subfolders out and put them directly into the GameData folder. For example, with this mod I placed the OhScrap folder directly in the GameData folder, rather than a subfolder of Severedsolo as it is supplied. Makes it easier to see what mods are there by looking at the folder list, rather than having to go into each folder when I don't remember what the Severedsolo mod does. I've not noticed any problems before with other mods, but in this case doing that makes the mod not work. Not implying this is a problem or something that should be changed. Just mentioning it here as other people may have a similar thought process and not mention that when they ask for support when it doesn't work. Can add it to the list of things to check before spending too much time on resolving a non-issue. Going to check all my mods now to make sure I'm not missing any others that come in subfolders. Who know what isn't working because of my silliness??
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
strudo76 replied to RoverDude's topic in KSP1 Mod Releases
The newer version of GC includes a ConfigurableContainers folder in addition to the two included with MKS. Does that need to be included as well or leave it out? Thanks -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
strudo76 replied to RoverDude's topic in KSP1 Mod Releases
Also check out Justin Bright's YouTube series, where he builds bases using MKS. He's also learning as he goes, so it also highlights some of the pitfalls that you might encounter. https://www.youtube.com/playlist?list=PLNDuU-8x2Smxp0-_aFFvETgYOISCy1pJ1 -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
strudo76 replied to cybutek's topic in KSP1 Mod Releases
Also good practice to completely delete the original file before reinstalling. That way if the mod happens to create any config or output files, they will be deleted and not apply to the reinstalled mod. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
strudo76 replied to RoverDude's topic in KSP1 Mod Releases
Well, guess that's dependant on your point of view. ANY Kerbal can control a vessel, but pilots can use the SAS modes. What I wanted was for them to not stop working completely (usually rendering them stuck in orbit indefinately for no reason other than stubbornness), but for them to just lose the ability to perform the role for which they were likely there to perform. Think of it like a bus driver, who doesn't just stop controlling the bus while doing 100kph down the freeway, but no longer stops to pick up passengers. Been waiting for updates and mods to settle down before I start a new play through, but I didn't realise home and hab were separate options. That's good news for me! Wasn't sure which thread would be more appropriate sorry. That's a good solution for later in the game. Thank you for the tip! These quotes gives me workable solutions, so since this turned out to be OT, I'll call it job done.