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Everything posted by strudo76
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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. -
totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
strudo76 replied to RoverDude's topic in KSP1 Mod Releases
Uh, yeah, but they didn't completely shut down for the remainder of the mission, they stopped their duties for one day, then resumed for several weeks. That doesn't happen like that in MKS. Once they stop working, they'll stay non working until they die. Does that seem particularly realistic? I never said I didn't want to put thought into it. The professional crew on Skylab had what at most is a mini mutiny, and then continued on with their mission. You could say they stopped performing their specialist duties for a day. If MKS did that, I'd be fine, but it doesn't. So I'm offering a suggestion for a compromise, that being the kerbals lose their specialist functions until their hab timer is taken care of. Thanks -
Start a Go-Fund-Me or something and post the link in the thread. Might get some people who appreciate your mod throwing a few bucks your way
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totm may 2024 [1.12.x] - Modular Kolonization System (MKS)
strudo76 replied to RoverDude's topic in KSP1 Mod Releases
Couple of questions. 1/ Is it possible for separate options for homesickness and habitation? I want to have habitation constraints, but I consider my astronauts to be professional and have strong fortitude, so I'd like to disable ill effects from homesickness. They signed up for the space program after all, I'd expect them to be excited to get out and see the system, not crying for mummy after 2 weeks. Maybe an option to keep homesickness effects if the kerbal is the only crew member. 2/ Instead of the lowest ill effect (other than none) being making kerbals useless tourists, would it be possible to have an additional option where the kerbal keeps working, but lose their traits. For example, a Quartermaster loses their LogisticsSkill trait (or even all their traits). That would allow an additional level of configuration, leabing Kerbals still be able to control their craft and still do some stuff, but won't have the speciality skills that make them useful in their role. Thanks -
While I think about it, and since this is a pretty active time for development, thought I might bring up an issue that's been around a long time. Might have been fixed already, but haven't played for a while and waiting for 1.4.3 to be ready to play/mod before starting a new career. If you take a parts testing contract for a tech node you don't have, you get access to the part as an experimental part. If you then select that node to unlock, the experimental part then becomes unavailable to use until the tech node research is completed. Not game breaking, but can be a little annoying if you forget that you need to do a contract and then have to wait many days before the part becomes available again. Especially at the start of the game when contract slots are limited. If it hasn't been fixed yet, hopefully you'll get some time to look at it while you're working on other stuff for current patches. Thanks.
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[1.8 - 1.9.x] Nehemia Engineering Orbital Science (NEOS) (0.9.1)
strudo76 replied to micha's topic in KSP1 Mod Releases
I'd be happy to wait until such time as KER is officially updated for the current game version. I think there would be a significant number of players who are waiting for that mod before starting a new campaign. If this mod update was around that time, it would likely be sufficient for those people. -
[1.9.x] RCS Build Aid Continued - New Dependencies
strudo76 replied to linuxgurugamer's topic in KSP1 Mod Releases
Try turning the phone sideways to view in landscape. Might help, depending on the site coding. But this is really getting OT. -
[1.11] RemoteTech v1.9.9 [2020-12-19]
strudo76 replied to tomek.piotrowski's topic in KSP1 Mod Releases
I'm not currently playing until the mods I want to use are 1.4.1 ready, but I do have a couple of questions regarding this in preparation in my next play through. Firstly, is the RCS torque thing you mention the reason that a craft will sometimes infinitely chase the manoeuvre node at the end of a burn? I find that especially annoying when it happens during an out of comms action. Generally I play with reaction wheels severely nerfed, or without them at all. Would it be better to just use them as intended? I always feel that using RCS rather than reaction wheels seems a more realistic experience, but I'd probably sacrifice that method to get better gameplay. Secondly, on this following post, there is an item marked as RCS to Translate Only. Would using that have any effect on the way the flight computer handles RCS, and if so would that be better or worse? Thanks for any info you might provide. -
Not an expert, but I think you'd need to have two different sections +PART[*attery*]:HAS[@RESOURCE[ElectricCharge]]:NEEDS[!VenStockRevamp] For what you want if Ven's isn't there, then another section @PART[*attery*]:HAS[@RESOURCE[ElectricCharge]]:AFTER[VenStockRevamp] For what you want if Ven's is there.
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Avoid the KIDS DLC. It's pretty cheap at first, but then you have to keep paying and paying and paying, and there's no uninstall option!!
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- making history expansion
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So, is my assumption correct that a MK1 pod provides 30 days of habitation, thus, is sufficient for going to Minmus? It seems my MK1 pod does not provide anything. The 7 day is default even for vessels without any pod. Nope. The Mk1 Pod only provides 7 days, and has no habitation function that can be activated. For early Minmus missions, you can stack two Mk1 pods together, which should provide enough time to get there and back I believe pods provide 7 days per seat.
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Can you ground test things? For example, put a booster on a launch clamp, and fire the booster without releasing the clamp? Would doing that give an increase to that engine's reliability. (Might be completely off track. I haven't played with this mod much. I've been one of those who get in an infinite loop waiting for game vs mod versions to stabilise.)
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From memory, there is an option in X Science called something like "hide difficult science" that I always assumed hid the mountains splashdown difficulty type missions. I have no idea if that's why they don't show, but if you haven't already, you could try toggling that option and see if they appear.
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
strudo76 replied to ferram4's topic in KSP1 Mod Releases
Is there much difference between this mod, and just turning on the part strength option in the cheat menu? If it gives essentially the same result, it might be better to use that option and have one less mod that needs updating every game patch.- 2,647 replies
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- kerbal joint reinforcement
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So more like a playable scenario I guess?
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Can you say if missions created with the mission creator can be installed and played without having the DLC? Or is the DLC a requirement for accessing that user made content?
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
strudo76 replied to Theysen's topic in KSP1 Mod Releases
Thanks, I'll definitely give that a look. Ended up just installing it anyway. Built a rocket, which pretty much just fell over Gonna need that tutorial series for sure!- 2,216 replies
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[1.12] KSP-RO - Realism Overhaul [16 May 2022]
strudo76 replied to Theysen's topic in KSP1 Mod Releases
OK, so haven't played with this suite before and want to check it out. What's the bestest, mostest straight forward way of deploying it? I have the Steam version which is currently 1.3.1, but I can access previous version using the beta system (at least I think that's what it's for). My thoughts are that I revert to 1.2.2, copy the 1.2.2 KSP folder to another location, then use CKAN to install RO and RP-0 (or is RP-0 included with RO?). Does that make some sort of sense to get a running game? I take it the suggested mods will be presented as an option to install during the CKAN installation? Also, is it necessary to be a space history buff to enjoy playing this? I don't know much about real fuels and what rockets were from where for which space program. Can I design rockets just using their part stats without running into obstacles? I'm not a great KSP player, but I like the idea of playing realistically, at least just as a side project for a bit of fun. Thanks- 2,216 replies
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No idea. As stated, I haven't had time to play with it active yet, so I can only go by the description provided. Maybe ask in that discussion.
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