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Agreed. I find the pixely fonts and ui design hard to read. I also don't really like the new fuel meters in the staging area. I find it harder to see at a glance where my fuel level is at when I'm anticipating a staging point. Not enough contrast. And the nav ball is literally the most important thing on my screen when I'm flying. I'd rather it be in the center where I can glance at it more naturally. When I'm launching my eyes hardly look at my actual rocket at all and instead glance between nav ball and fuel meters. Right now they are literally as far away from each other as possible, which kind of stinks. Just my opinion
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Mouse support with multiple monitors
Tekaoh replied to stackocakes's topic in KSP2 Suggestions and Development Discussion
Yup, same for me. Borderless mode is basically broken. I play all my games with browser windows open on other monitors. I've submitted feedback on this through the launcher, and perhaps you should too. The more the marrier -
[1.12.*] MOAR [x] Science! - KSP Science report and checklist
Tekaoh replied to linuxgurugamer's topic in KSP1 Mod Releases
I'm having the same issue even when bypassing the launcher. I'm still running through Steam but I have the launch parameter set to KSP_64.exe Edit: If I navigate to the game files and double click KSP_64.exe, no issue If I open a terminal and run .\KSP_64.exe -popupwindow, no issue If I run through Steam, now I have an issue. My Steam launch parameter is this: "D:\my-path\KSP_x64.exe" %command% -popupwindow If I remove the %command% bit and run through Steam, now the launcher comes back so that's no good. (What does the %command% bit even do anyways?) If I create a shortcut to KSP_64.exe and point Steam at that instead as described in this post, now I have no issue. "D:\my-path\KSP_x64.exe - Shortcut.lnk" %command% -popupwindow Seems to be a problem with KSP running from the wrong working directory @linuxgurugamer Still seems to be an issue after updating to 6.0.1.2 -
I'm not sure if this has already been covered or if anyone else has already thought of it. One thing that I'd love to see in KSP2 is the ability to turn mods on and off per save file without having to totally uninstall the mod or manage many copies of the entire game. I've seen this done in some other games and it's super great. I like to play with different combinations of mods and having to have many copy/pastes of the entire game directory means I don't get cloud saves for all those copies. I've also seen in some other games where you can install user published mods from right within the game. This is also super cool. The community has done an excellent, outstanding, most wonderful job of building and maintaining CKAN for KSP and they diserve many, many thumbs up and heart emojis for their work. But I wonder in KSP2 if we could have this integreted in the game. It might make modding more approachable and perhaps easier to manage if it's implemented well. Thoughts?
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With this mod, you should just get 100% science no matter your signal strength. Normally, signal strength just gives a bonus of up to 40% over the base transmit value. Since this mod modified the transmit value to 100% of the base value, there is no more bonus to give. So signal strength would no longer make a difference.
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Yup, you should be fine
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Actually, I remember troubleshooting this with you when Breaking Ground came out. Remember, surface experiments kept jumping up to like 7000%+ completion and breaking contracts? Also we were getting zillions of notifications continuously. We thought it had to do with the Science - Full Reward mod but it later ended up being a bug in the expansion that got patched a little while later haha. So it's safe to leave them out of your exclusion. All that'll happen is that your surface experiments will compete to 100% instantly (Or in the case of the seismic sensor, the first thing that crashes into the surface will give you 100% completion). Edit: My bad, that might not be what you're talking about. That's deployed surface experiments, not surface features... /facepalm I'm not sure I fully understand your issue... Science - Full Reward and Full Transmit are both working as expected for me. In any case, your issue likely has to do with one of those two mods or else a conflict with something else. [X] Science I don't think really cares about those values.
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I'm curious, what's the purpose of the last pass specifier in your PR? I was thinking, if it's important, do you want to add it to my fork as well in case Mac isn't around for a while? It's already configured to install on 1.8.1 with ckan as well. You've been really active and helpful. I should just give you write access to full reward continued and full transmit in case anything else comes up haha
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Actually, @Jognt submitted a PR to the continuation that ignores the deployed science as well. Works on my system, anyways. https://github.com/tekaohksp/Science-Full-Reward/blob/master/Science-Full-Reward.cfg In any case, no reason we can't work together for the time being, then! Welcome back to KSP! (Just in time to look forward to KSP 2)
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I'm so sorry, I posted a continuation of your mod a few months ago... If you'd like to resume maintaining your mod, would you like me to withdraw my fork from CKAN or anything? It was yours first, after all.
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Thanks for your blessing! It's been one of my essential mods for a long time, and I'm glad I can make it easily available for players on newer versions.
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Yes, it's on CKAN. You could typing "reward" in the "filter by mod name" box. If it doesn't appear, you might want to try refreshing CKAN or making sure your filter settings are correct.
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totm september 2019 100% Stock Lockheed-Martin F-22A Raptor
Tekaoh replied to moonsparkejo's topic in KSP1 The Spacecraft Exchange
It always amazes me when people spend 2 years or some other long period of time on some KSP project. That's a lot of stick-to-itiveness! I wish I had that attentio... Well done! Hereby nominated for TOTM (if I can figure out how to do that)