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pip12345

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  1. Posting to show my support for reimplementing occlusion and antenna types. Did a full probes only career in ksp 1 just for the challenge of building commnets for the bodies I wanted to explore. Doing a probe mission felt different from a manned one just for the extra challenge and preparation it required.
  2. Kerbalism requires the Community Resource Pack.
  3. This was actually planned earlier in development around 0.16 and 0.17 but the devs suddenly went silent about it and have since then always ignored it when it got brought up. Oh and this has always been a dream feature for me, it would make the game so much better and immersive but I gave up hope the moment all "major features" were considered done. Now I'm thinking about it, the devs did announce they were going to do expansions and this seems like a perfect thing to put in an expansion pack considering how much of a game changer it would be.
  4. Last 1.2 pre-release patch broke the mod again so I quickly recompiled it. https://www.dropbox.com/s/8a1to2hd4dqmikt/ShipEffects.dll?dl=0
  5. You're correct but is the amount of extra burden you will put on the player just for that extra bit of realism in the greenhouses worth it? And will it actually be fun? In my opinion the sacrifice of fun over realism is too big here.
  6. EC, food, oxygen, radiation, quality of life etc. all fulfill their own unique purpose in the mod, each designed to interact with each other in a meaningful way. Each resource in this mod has its own purpose and @ShotgunNinja has made a perfect balance between complexity and fun by avoiding unnecessary complexity and micromanagement. Water pretty much fulfills the exact same role as food does and adding it would require another resource to be managed for each ship but it does not add any meaningful new features to the mod. In the end water doesn't add anything the food resource can't already do and adding unnecessary resources simply increases the irritation factor of having to think about even more stuff before launching. What's so hard about seeing the "food" resource simply as "food and water"? Honestly, if @ShotgunNinja starts adding tons of extra resources which don't really benefit the mod any meaningful way it will destroy what I love about this mod: a complex but not bothersome expansion to the game.
  7. What's the point of adding water except for adding unnecessary management of a resource which does exactly the same as the food resource does? So many people keep asking for water to be added but I don't understand it because it doesn't add anything to the gameplay experience at all. @ShotgunNinja is better off just renaming Food to Consumables so people stop asking for water to be added. Also do not forget one of the big ideas behind this mod is the fact it doesn't require micromanagement like TACLS required, which is also one of the reasons why I didn't like TACLS because it was just too much stuff to worry about and IMO that wasn't a lot of fun.
  8. Unlike most people here I've actually been waiting for a good all-in-one mod that instead of working next to the game it works alongside it and integrates everything into one big dynamic system. This is the first mod of this kind I'm actually going to use because all the components are fine tuned to work with each other instead of being a bunch of completely unrelated mods made compatible but not taking full advantage of that compatibility. Please don't get demotivated by all the requests of modular systems, I for one rather have a big and well designed system fine tuned to have all components interact with each other in a meaningful way than a bunch of modular systems tied together loosely.
  9. Yep, there's a typo in the SQUAD default patch config which breaks the engine. By changing sauqre into square you can fix it.
  10. Any ETA on when this will be available for 1.0?
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