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Frostiken

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Everything posted by Frostiken

  1. I was showing a buddy the very basics via the tutorial and found that the parachute does essentially nothing. I even changed it via tweaks to open much higher and it never slows down the ship. No mods. Tried other ships in sandbox. This is strange.
  2. Is this getting updated for 1.5? I can't see any mention of it, and while I hardly know how to use Github it looks like no activity there either.
  3. Jeez LGG you're only maintaining like 84 other mods, what's taking so damn long?
  4. Did you have any issues applying it to a game in-progress? I don't think it helps that there's zero documentation for this mod. The M.O.L.E. page doesn't even MENTION the science experiments, there's more useless flavor text than there is any coherent description of what the mod contains... not even a description of publishing vs. selling research, what 'data processing' does, etc. EDIT: Also, I can't even use the Alt+P shortcut for whatever window because it's the same shortcut used by SmokeScreen. Why is there any window hidden behind ANY shortcut keys in a mod for a game with toolbars?
  5. @BRAAAP_STUTUTU: What contract mod is that? @skbernard: I have the same issue? I have a MOLE, I have a scientist in it, and I'm trying to do a Cryogenic study, and it just says 'needs lab time' and I have no idea if it's doing anything or not.
  6. What a horrible idea, what an untested, awful concept. I feel genuinely ripped off by these. Make a bog-simple rocket. Parachute, reentry module, a liquid fuel tank with a Valiant engine, a decoupler, a few more tanks with a Swivel, and maybe two SRBs for good measure. Put all the fins you want on the bottom. This is the absolute most vanilla low-tech orbital rocket and is the rocket pretty much everyone uses to get into space. Every single time, at around 12,000 meters in the middle of the gravity turn, that awful, AWFUL AWFUL pod on the top will grab the airstream and flip you over. Not even computer-assisted ascents like Mechjeb or GravityTurn can cope with how uncontrollable these wretched things are. Now, strip the reentry module off and put a Mk1 instead. Tadah, your rocket is now as stable as a redwood. PLEASE do something about these terrible pods. They're borderline UNUSABLE as-is. The only way I can get one to orbit is with ENORMOUS amounts of huge fins on the bottom, or a payload fairing, both of which are not ideal for low-tech early missions, which is when I would be using the reentry modules in the first place.
  7. Is there any way to get rid of the *horrendous* 'Wildblue' logos on the fuel tanks?
  8. @garwel I do have some feedback on the way radiation shielding is distributed. The 'general' patch appears - If I'm reading it right - to distributing radiation shielding on assorted ship parts based on the crew capacity. As a result, a 2-man capsule gets 2.0 units of radiation shielding. This is in contrast to the actual tailor-made patches which generally seem to give you less radiation shielding. For example, the Corvus CF mod which adds a 2-man Gemini-style capsule gives me 2.0 units of radiation shielding. However, the Making History Gemini Capsule only gives me 1.0. Given how important radiation shielding is this may need to be tweaked/rebalanced because it makes generic mod parts much better than tailor-made parts. Also the way the USI radiation shielding for life support mods increases doesn't really make a lot of sense, but I can't really think of a better way of doing it - unless the logic behind the radiation shielding is different from what I'm thinking of... I thought it would reflect how well-cared-for the Kerbals are, instead it functions like it's using tanks of food and water and mulch like they're insulating themselves from radiation with it.
  9. Why is this mod causing my rockets to insanely roll left and right, back and forth, at absurd oscillations?
  10. I've been away from KSP for a really long time (long before CKAN was even a concept). Is there anything specifically about CKAN that people don't like / want to support?
  11. Thanks for the help. SSPXr doesn't have anything for the command centers. I was just curious because based on the CTT patch notes, those were one of the more recent nodes added and thought it might be for something specific. Question for you specifically - Two near-future mods (electrical and aero) are NOT updated on CKAN. Is that by design or an oversight? CKAN has: NF Construction NF Launch Vehicles NF Propulsion NF Solar NF Solar Core NF Spacecraft Only listed on 'out of date': NF Electrical Outright missing: NF Aeronautics
  12. I know there's a mod to hide them, but rather than hide them, I'm wondering about populating them. Listed below are the nodes I have that ARE or FEEL very empty. Any suggestions for mods that fill them in? EMPTY NODES: - Specialized Command Centers - Heavy Command Centers - Specialized Landers - Heavy Landers - Colossal Rocketry - Advanced Aerospace Engineering - Advanced Colonization ONLY ONE UPGRADE: - Experimental Aircraft Engines - Thermal/Turbo Ramjet performance, not sure what mod. HAVE PARTS, BUT LIMITED: - Subsonic Flight - Only one part from USI. - Efficient Flight Systems - Only one part from USI. - Specialized Flight Systems - Four parts from USI. - Off-world Robotics - One part from USI. - Experimental Actuators - Two parts from USI. ONLY ONE PART: - Gigantic Rocketry - Osprey LFE (Post-Kerbin Mining Corporation) - Mechatronics - Guidance Computer (Post-Kerbin Mining Corporation)
  13. Hey, I'm one of the people who was bit by your 'modpack' being out of date. If your mod is going to work on CKAN, you can assign dependencies. Do any of the mods bundled with KSPIE have custom tweaks required for Interstellar? If not, I would strongly suggest you cut the mod down to just what Instellar needs and then assign dependencies. I cannot possibly see how a mod like PersistentRotation really needs to be included in KSPIE since that's pretty much just a realism/flavor tweak... This would also shrink the filesize down since KSPIE is already pretty beefy. I want to use KSPIE but the threat of several of these mods overwriting other mods without any real clear purpose is concerning.
  14. So far the mod has been working. I've had two failures - a leaky tank and a shorted battery. The problem is that the leaky tank set off an alarm - NBD, I clicked the tank and disabled the alarm. The battery... not so much. Every time I go to the map screen and back, it plays an alarm. Doesn't even matter if I'm controlling a different SHIP. I can see the battery highlighted red, but when I right-click it there's no 'disable alarm' function. This is just a standard battery stack too, not a modded one. Edit: Had a second battery fail, this time in the Stayputnik. Same problem. Maybe related to batteries?
  15. It works now, but I think it was a combination of two things. 1) I somehow managed to get a copy of DangIt that contained NO plugin .dlls. Pretty sure I downloaded it from SpacePort and it was half blank. 2) The Interstellar mod is a bloated hog and contains a lot of other mods bundled in with it and I think it overwrote a bunch of crap. For example, the little wrench for the toolbar that lets you pick what shows up on which was totally missing, Haystack never showed up with its icon. I deleted everything and reinstalled everything using CKAN this time and it came back to life. I promise you it wasn't me being stupid though. I'm like 99% certain it was KSPIE
  16. This mod does quite literally NOTHING for me. I completely wiped out all my gamedata files, verified installation, and installed nothing but Toolbar Control, ClickThroughBlocker, and DangIt and it STILL does absolutely nothing. There's no button on the toolbar. No parts have MTBF lists or anything of the sort. Output_Log: https://drive.google.com/open?id=1A-EHKU8Ks64DXNJX3xPyKYktxzHQO9Yq
  17. Still waiting for a good science system and a damage system.
  18. Stock tweakscale should be limited in how it can be used but there's still very much a demand for it, especially amongst aero parts and structural parts.
  19. Then that is completely outrageous. I'm playing at 100% heating and it might as well be turned off because it does literally nothing.
  20. The only people who are permitted to enjoy Pewdiepie are kids who just barely went through puberty.
  21. I would say 1.0.2 completely breaking the reentry heating system, one of the primary advertised features of 1.0, warranted a freaking hotfix. Their ridiculous knee-jerk mucking with the atmosphere was completely unnecessary, the least they could've done was fix the heat. - - - Updated - - - Are you seriously going to play that game? Fanboys, as useless as ever.
  22. 'Top 10'... 'Top 20'... doesn't mean much when you don't specify how many games you expect me to be comparing this to. People who haven't played a lot of games are obviously going to be able to place it higher. I put 'Top 50' in part because I have played a huge collection of games, but mostly because the game is still flawed and showing no signs of improving in the flawed aspects. When you look at the actual CONTENT of the game, you have: 1) A career mode that is grindy, unchallenging, and uninspired. 2) A science system that is just a button-clicking simulator and basically is designed to be abused. 3) An extremely lousy tech tree. It's terrible, everyone hates it, FIX IT ALREADY. Stop with the linear paths, it doesn't work and it makes it possible to 'tech yourself into a corner' if you don't know exactly what you're doing. 4) Planets that don't really have anything terribly interesting about them to see or do. 5) Very dated graphics. We don't even have clouds on Kerbin yet? Seriously? And the space skybox is still godawful. I swear to god we've been using this same skybox since like 0.15, making it probably one of the oldest graphics in the game. 6) Terrible sounds. The music slowly drives you insane because it's all of like five music tracks, and you'll spend 99% of your time listening to two of them. Without Chatterer the game just feels completely lifeless and dead. 7) Straight-up stupid development decisions. No delta-V and minimal build stats? Yeah, the 'Kerbal' method of running out of gas halfway to the Mun might have been funny in 0.18, but now it's just a timewaster and makes it much harder for new players to learn what they're doing wrong and how to fix it. Is the game good? Sure. But it absolutely isn't greater than the sum of its parts, because I would say most of the fat of the game still feels like it's an alpha. And I don't mean in KSP's "alpha but not really an alpha" alpha, I mean alpha in the sense that the game is flat-out unfinished. If the game concept itself wasn't brilliant and fresh and unique, I honestly don't think this game would even be in my top-100 as-is.
  23. I call those small boosters 'Crayons' because they, well, look like crayons. I would say replace the new 'Flea' stumpy 1.25m SRB we got with those. Honestly, does anyone even use that damn thing? RADIAL ATTACH ALL THE THINGS.
  24. FYI, the 1.25m engine balance is out of whack. In 1.0, the LV-T30 and LV-T45 engines had their ISPs dramatically reduced. LV-T30: Vac: 370 -> 300 Atmo: 320 -> 280 LV-T45: Vac: 370 -> 320 Atmo: 320 -> 270 As you can see, with the K&W Maverick engine having an ISP of 300/280, it's basically just a 'Super-Reliant' now, when before it was highly inefficient. I actually think ALL the engines got ISP nerfs, because of the new atmosphere, so they all probably need to be looked at. I haven't dug very deep though.
  25. I don't think you guys are completely getting the point of this thread. Yes, KAS would be nice, but KAS isn't needed. I'm talking about parts that fill obvious shortcomings in the current lineup, like the flatter 2.5m tanks. As an example, we desperately need a 2-man 1.25m command pod. We've needed it ever since we got Kerbal roles and 'rescue from space' contracts. There's a few good ones in mods that can be used, but why the hell doesn't KSP have its own? Am I seriously expected to tech straight to a 3-man 2.5m pod before I can fly tourists to space in a vehicle that doesn't look completely asinine?
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