Jump to content

Frostiken

Members
  • Posts

    887
  • Joined

  • Last visited

Everything posted by Frostiken

  1. Is the eventual intent for US2 to mostly replace US1? The Payload fairings are a way better option than the black-and-white normal housings, and *most* parts appear to be duplicates, just, better as they're scalable and in some cases more efficient. Can't wait for the next version with my delicious 1.8m payload bay.
  2. The problem is that they not only don't behave like normal decouplers (which decouple above them), but they don't actually say anything about their decoupling nature in the description. I mean, Heat Shields are 'decouplers' too, and they pop off, so why would I expect this random part that also decouples to now decouple in a fashion unlike any other part has before? Furthermore, people know that you stick a decoupler below an engine - that's just how it works. They're changing like 6 years of how we learned to build rockets in KSP and didn't even tell us! ADDENDUM: Are you 'A Boojum Snark' from Natural-Selection? The report is nice for ONE thing - it tells you when you've got blocked exits.
  3. EDIT: Christ. I just realized it's to separate the lower stage. It's an inverted decoupler. I've literally never tried to use it because I saw it functioned as a decoupler and thought "Wow, that's really stupid". Hah!
  4. I love the idea behind this mod but I feel the strategies are poorly balanced and/or implementation could be done better? I have no idea how much flexibility you have here, but the problem is something like To Boldly Go... is overwhelmingly the best strategy because it pays out so damn much money, especially if you can unlock it before you get to the Mun. Meanwhile strategies like Free Icecream really don't pay off at all, especially since there's other rep-building strategies like Stagnant Science that cost less and give you permanent boosts. Additionally, if you're using the Community Tech Tree, Stagnant Science pays out ENORMOUSLY huge reputation gains in the early game that make it easy to grind the rep needed to get the better strategies. Additionally, something like Local Science kind of encourages you to do no science around the KSC until you unlock Level 3. Then you do a bunch of science, and then abandon the strategy for something better. Or unlock it later just for some easy/free science discounts on the more expensive stuff, then abandon the strategy again, because there's no penalty to doing so. Media Circus likewise seems too niche. Reputation isn't really that important at all in the game, and there's limited opportunities in that strategy to take advantage of it (bonus rep for astronaut experience gains, but what if my astronauts already got that experience?). Can something be done with the strategy "slots" that would allow players to only take a limited number of 'really good' strategies (like To Boldly Go) or instead a mix of lower-tier ones? I mean I really don't know why anyone would ever pay 1,000 science for Stagnated Research III when all you get is rep gains, which nobody cares about.
  5. Sure they aren't as smokey but the current smoke is kind of pathetic. It's like half the length of the rocket flame. LFEs produce a dark smoke and some thick contrails at altitude.
  6. So, my rockets have realistic fire effects - at higher altitudes they billow outwards instead of just keeping the normal little flame. But smoke. I have like... ZERO smoke. Worse than stock. There's a teeny-tiny amount there, but it is barely anything. It sure as hell doesn't look like this:
  7. *shrug* I definitely started the game more than ONCE to see if the UI switch 'stuck'. It didn't. I also knew I had to do that (but I also thought that ridiculous bug was fixed with 1.6.1) to get mods working in general, but not TWICE. I just copy-pasted my KAC from v.3.9.1.0 and it works perfectly fine complete with UI switching and Blizzy integration. I don't have time right now to troubleshoot the new version of KAC but from an end-user perspective, the latest version is hopelessly broken, while old versions work fine. Not very helpful, but take that for what you will. I couldn't even drag-expand the KAC window in the new version either.
  8. I'm rolling back to an old version to see if it works or if my mod install is buggered to hell. Takes like 15 minutes to load though so...
  9. Having a problem - I can't switch between GUI styles, or put KAC on Blizzy's Toolbar.
  10. Why does Aeronautics list "KerbalActuators" as a dependency when, as near I can tell, that's not a real mod that actually exists? There's a *SMART* Actuators mod, but it doesn't do anything that should be a dependency.
  11. Hey @linuxgurugamer, I have another problem with this mod. Anything - and I mean **ANYTHING** - that ModuleManager adds SpareTools to (service bays are the worst offenders for some reason) turns the part into laggy FPS hell if I pull it off the part menu on the VAB and stick it anywhere in the editor view. The second I removed the module manager configs, the lag went away on all the parts. I'm currently troubleshooting and will update as needed. Update: I commented out the SpareParts configs on the module manager and the problem went away. Very odd.
  12. Is there any chance of updating this and some of the other mods to use textures more friendly with the stock capsules? The Appaloosa is fine for the old Mk1 pod, but it's not around anymore. Also it annoys me to no end that the Mk1 control package doesn't even fit on the nose of the Mk1 pod properly and you have to offset it to sink it in to cover up the lip.
  13. Take a look at this. 1) The localization dictionary.cfg is intact and looks fine. 2) The tech tree nodes have the proper names (#autoLOC_501122 is "very heavy rocketry"). 3) In the Fulcrum.cfg: UPGRADE { name__ = FulcrumRaptium description__ = Burn Raptium and Oxidizer. techRequired__ = veryHeavyRocketry moduleIsEnabled = true } So it says 'veryHeavyRocketry', not #autoLOC_501122. Where is it getting the autoLOC from? Why isn't it correlating with the dictionary entry?
  14. When using Field Research, I keep getting contracts for things that are effectively impossible, like running a KEES experiment in-flight over a certain biome. Short of removing the mod entirely is there any way to stop that?
  15. SO I have a weird problem - before I go crazy with log files I'l just ask: I have an issue with the KV1 pod (I assume it happens to the KV2 as well) and this mod. As soon as I go to launch, the KV1 simply pops off of its decoupler before I can even do anything. If I remove the MakingHistory MM file from the Kemini file, this problem goes away. Anyone heard of this?
  16. I'm still on 1.5.1 - is there a way to disable the 'P' key thermal helper hotkey and make it a menu button or something? This stupid screen popping up every time I type in the craft name or description is seriously annoying.
  17. Neat. That's about half the equation. I was hoping for something linked to Pilot Kerbals as well, unlocking functionality based on their skill. Basically remove MechJeb features from the science tree and link it entirely to probe core technology level, pilot skill, and tracking station level.
  18. Is there any mod that links MechJeb features and enables it automatically based on Pilot, Probe Core, and possible Ground Tracking Station levels? Like KER? Having to stick the MechJeb unit on everything is kind of annoying.
  19. I will say this though - I would really like MechJeb a lot more if there were a mod that more thoroughly integrated it into Career Mode. 1) Tie flight automation degree to pilot levels and probe core technology level, not science tree unlocks. 2) Tie information systems and flight aids to tracking station level and provide/remove those based on signal quality/strength. I really like how Kerbal Engineer 'works' if you have an engineer kerbal onboard (though I wish it was integrated into probe cores as well so I don't have to use those stupid parts). I think MechJeb would be a lot more fun in this regard. I like the idea of bringing an engineer along to use KER, but think it's kinda dumb that MJ isn't MM'd into probe cores or pilot kerbals.
  20. rofl of course it's not cheating. There's three components to Mechjeb. 1) Information. 2) Aids. 3) Autopilots. The information isn't cheating, otherwise KER would be 'cheating' too. And Squad has slowly relented and given us more and more information in the VAB and now they're finally giving us Delta-V (after like a decade of saying 'no never!'). The aids aren't cheating, they're just frustration-relievers. There's nothing skillful about pointing at a maneuver node. There's nothing skillful about dragging manevuer node handles around until it ends up giving you the maneuver you want. MechJeb doesn't help you do things you couldn't normally do yourself. Yea I could spend literally an HOUR trying to maximize the efficiency of a Duna transfer by hand (after all, wouldn't use Protractor be cheating? As well as using information from third-party sources about phase angles, since I didn't do it myself?) OR I just push three buttons and bam, there's my maneuver node, set 4 days in the Kerbal Future. And the autopilots aren't cheating, because frankly I don't think they're very good. The launcher melts my rockets, and the lander gives me mixed results. And docking is trivial by hand with SmartASS. That being said, I use GravityTurn for my launches. Works way better than MechJeb with more customization, and I've launched enough rockets by now that I really don't need to sit there tapping the D key myself.
  21. Can we hide the impossible (or at least I think impossible?) science experiments? Like "Splashed down at desert" and "Landed at water". Also how would one go about adding mod experiments to it?
×
×
  • Create New...