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JoE Smash

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Everything posted by JoE Smash

  1. Oh.....really? Huh....I get like 9-12 science for each one of them for each biome on Minmus and the Moon so far I believe....which is pretty significant....
  2. Thanks m8, I am most likely wrong....I am pretty new to the game and probably have far too many mods to know what is doing what to whom, lol..... Right now I am trying to clean up my mod list and prune things I don't really use much or need right now..... Thank you for your quick reply.....it appears I am not even clear on what some of my installed mods do, I thought this wheel mod did to wheels what FAR does to all aerodynamics....like KSPWheel alters all wheel collisions in the game, whether you are using new tank treads or old airplane landing gear.....so my bad....
  3. It's just too much.....I also don't want to have to remember to attach 20 or 30 different science experiments in symmetry to every rocket/probe/space plane I build. Then I don't want to have to remember to run them all by clicking on 20-30 parts (or using a cheaty mod that I click once to run them all for me) while flying over a particular biome at 1000m/s to 2000m/s. Lastly I like using "less grindy science" because I find having to fly over/to the same biome/planet multiple times to run the same experiment in the same place pretty tedious as well. So my personal preference/balance is to limit extra science experiments in general and limit times run per location, while maximizing gain for having accomplished doing so at least once.... Your way is cool too though.....it's just not my preference..... It would be cool if you someday made a probes/lander plus mod that had all the science as an extra separate download....for those people that like having a ton of different science to run....and the other one for people like me that like lots of cool extra parts packs, but not necessarily run tons of experiments over and over to unlock the tree.... Just my two cents, not that my opinion was requested or matters.... Again, thanks for all your work. I love the parts in general! JoE Smash
  4. @akron, If I delete all the science parts from your mod will that break anything? Also, if I remove all the science parts could I then safely remove the DMagicScienceAnimate mod too? You may ask WHY?! Well....I like more parts in general....especially probes and solar arrays....but I already have added a couple science extras like the surface science mod, the Tasier Technology mod, and now USI core seems to come with 4 little science boxes you can stick on everything. I am trying to play career and I already feel I am being kinda "cheaty" with those science extras.....I don't want 8-10 more science experiments from this mod or Dmagic's main science mod either.... Lastly I am also a little put off by the extreme length of many of the parts when deployed/extended.....some of the antennas and things are like ridiculously long.....like OMG are you frigging kidding me long....lol.... JoE Smash (Not to critique anything, this is a beautiful mod with a lot of great additions in general, I appreciate all the had work you have done!)
  5. @linuxgurugamer, Just out of curiosity, what is the "wall of gimbals" for exactly in the cfg files for these parts?! And why are the gimbals needed as toggles in the VAB/SPH? Did you design these parts like that, or did the original developer of the mod? I guess I just don't grasp the reasoning or purpose for needing 20 or so toggle-able gimbals for each part....and if there indeed IS no purpose, why not just delete the extra ones and leave one in the cfg file? JoE Smash.... Lastly is the crawler scale-able with Tweakscale? That would rule! I saw someone else ask and partially work on this idea but it seems like they gave up....
  6. SInce installing this or Foundries 2 via CKAN for KSP version 1.4.3 I feel I have been having a lot of issues with wheel/springs wobbling with stock wheels during takeoff with planes on runways. I'm also using Kerbal Konstructs and Kerbin SIde and about 100 other mods, so I am never sure exactly what is wrong or which mod did what, but I am uninstalling this for now and seeing if things improve.... Thanks for all your modding hard work though @Shadowmage
  7. The retractable engine plugin that I believe was installed with Kerbal Atomics did not uninstall when removing kerbal atomics.....I'm not sure if this is a @Nertea issue or a CKAN issue, but I am attempting to inform both parties..... Thanks for all your time and hard work with these mods @Nertea! JoE Smash
  8. @JPLRepo, This is a fantastic mod, your telescopes and hard drive should be stock parts in game. I put your hard drives on pretty much everyone of my ships, instead of that stupid science container that you have to EVA and walk to to put anything inside (The game devs seem hooked on making the game pointlessly difficult and complicated). I hope you continue to have the time to continue to keep this mod up to date and functional until they stop updating KSP permanently..... I'd also love to see any ideas or additions you have to this mod or any other mods you make! Thank you for your hard work! JoE_Smash
  9. CKAN does NOT take you to this thread by default when you click on the link to go to the forum thread in the lower right of CKAN. It goes to a "does not exist" forum page. Also, this looks like a great mod and I really want to use it.....but there's no point if it takes like 100 days to run an experiment and the parts explode or float away in that time period..... Please update it @CobaltWolf?!
  10. LOL, yay I'm glad I just read this whole thread before asking about the weird issue I just had with the "Observation pod" I put on my plane. It's a 0.5 ton two seater that kind of looks like a chopper cockpit with open sides. I put two kerbals in it Jeb and an engineer, when it spawned they were both on the ground. One of them wouldn't get up. Then I reverted the flight and Jeb disappeared from my Kerbal list permanently. Now he's listed as "lost." Had to reload an old save..... I read everything here and see that there is an obvious bug with KSP v1.4.3 and this is on your low priority list for now LGG. That's cool, uninstalling for now. I'll check back later.....Thanks!
  11. So regular OPT created by Kyeon still works with KSP v1.4.3? I assumed it hadn't because it is so old and hasn't been updated in over a year.... I figured your Legacy OPT had the stuff from Kyeon's OPT plus other stuff you added over time. So assuming you tell me the old OPT still somehow works, that means I could install his old OPT, your legacy OPT pack, and your reconfig mod and have a crap ton of space plane parts? I figure that could be fun.... Thanks for taking the time to answer my noob questions, JoE Smash
  12. Hello JadeofMaar, First off thank you for all your work and picking this work up after Kyeon mysteriously decided to leave and never come back (apparently without saying a word)..... I really want to use the parts pack but I have some confusion as to what is included and what is necessary to make this work.... I also have confusion as to who to write to and how to get a hold of them if there is an issue with CKAN....I have noticed a lot of issues with CKAN like parts not showing up in game after installing certain mods, and certain mods not completely uninstalling.....i.e. leaving folders and files behind in my game folder after uninstalling certain things through CKAN....like Cryo Engines/tanks and FAR configuration files..... First off I am using KSP v1.4.3. I briefly used v1.4.4 when Steam auto-updated it without me asking it to two days ago.... which pretty much broke my whole game causing me to delete everything in the GameData folder, then having Steam verify my files to put the vanilla game back as it should be, and finally putting 100+ mods back in with CKAN....after launching it via Beta to get it back to v1.4.3 My save file was also not usable when I reverted back to v1.4.3, but I renamed one of the backup saves and only lost a bit of work.... So.....for v1.4.3 of KSP the best version of OPT to use is your Legacy Version which requires your "reconfig mod" as well correct? Does it require FAR? I hate FAR and DON'T want it in my game again....ever.....so is that going to work? Does your reconfig file just support Life Support mods, or does it force you to use them? I don't use or want to use ANY form of life support mods....not USI, or Snacks, or Airline Kusine..... So basically if FAR or Life Support is required to use these two mods form you, it's a deal-breaker for me... Lastly what's that blurb on CKAN about "game breaking if you used v1.8.6?" Version of 1.8.6 of what exactly.....and how did whatever it was break the game? I ask because I have spent most of my last two days UN-breaking KSP, I don't want to spend anymore time breaking or un-breaking my game.... Thanks, JoE Smash
  13. Linuxgurugamer, The irony of all this is I actually joined this forum to talk to you specifically about the lack of an EVA hatch on your smallest mobile lab in your "Better Science Labs Continued' mod....you know the little CC-1 lab that looks like a Materials Bay. I also wanted to say that I put off playing Kerbal Space for a really long time, mostly due to it's price and concerns that at the almost constant price of 40-50 dollars on Steam.... that it would also be "NOT fun" due to it being too difficult in general. I finally recently caught it on sale a month or so ago, and I have been having a pretty fun time in general. I started a career and played for a few days on vanilla to get a feel for the stock game, it's mechanics, and what parts are included stock. I had always fully intended on heavily modding it, because I felt from reading reviews and reading about the "best mods" in articles that mods are almost necessary to a degree to make the game more fun and more convenient. After looking at the huge mods list present on CKAN and sorting by author, you are hands down the most prolific modder of Kerbal Space Program. There are several other modders that are obviously very important to this gaming community, and it's interesting to see everyone's different little niches with their mods...like RoverDude and all the USI Kolonization and mining mods, Galileo88 and his world texturing mods, Dmagic and his crazy science mods, and Nertea with all the interesting propulsion technology. There are obviously many others I am not naming for the sake of time and being long winded (like the makers of Extraplanetary Launchpads, Kerbal Konstructs and Kerbin Side), but hands down it is clear that you have devoted an inordinate amount of your personal time to this game. You also seem to have taken upon yourself the daunting task of rescuing dead mods from oblivion and the clutches of their inventors after said people have moved on from playing the game. I feel that people like you cannot be thanked enough for your time and patience in doing all this for this game and gaming community. I am unsure why the modder community in general (for all games) do what they do, it seems pretty thankless and I figure it is also very time consuming. I doubt it pays very well....as a matter of fact if people don't go out of their way to donate money to you, I doubt you get any compensation at all. You should though....you all should. If I wasn't unemployed and disabled....I would compensate you. When you and others like you get tired of what you are doing this game will suffer. Obviously Kerbal Space Program works on it's own without all the work everyone here has been doing in their spare time, but without many of these mods it would be pretty frustrating and "meh" in general and I probably would have given up playing it by now. So thank you very much for everything you and the people like you do for this game! JoE Smash
  14. Sorry linuxgurugamer I wasn't trying to open an official bug report with you, and I don't have any logs or anything to give you. It's not an in game error with your mods, it's a CKAN thing. On CKAN if you list mods alphabetically all your revived recycled parts mods are listed in a group together. The first mod is simply "Recycled parts" and that one works fine and appears to install all the individual pieces all at once. After that are all the individual pieces separated out. I had originally installed most of them individually except for the Farscape one because that one specifically has a dependancy on the patch manager mod. Also Farscape refuses to install separately if you already have Recycled Parts RSCapsuledyne installed first. There appears to be a conflict with one of the included ship builds included with RSCapsuledyne. I can't remember which one it is as I have never seen or used any of the included ship builds for anything, as I only play career and not sandbox mode....so I can't really see or use any included ships that come with mods in general
  15. I just installed his general "recycled parts" mod on CKAN which appears to include all 8 (or however many recycled part mods he revived in total) together. I was unsure which did what exactly on CKAN as all of the recycled part entries there are listed as the same size download size of 32MB or something.....even though that is clearly not the case....
  16. Cannot install Capsuledyne mod and Farscape mod at the same time via CKAN because is says doing so will copy over a ship build file in Capsuledyne and CKAN refuses to copy over any files.....even if they are both mods released by the same modder..... In this case that person is Linuxgamerguru.... One of the things that annoys the crap out of me about CKAN....
  17. There is a mod that adds NASA style launch platforms/tower to the launch pad. There is also a mod that adds a DIY box that you can put the design of any ship into, and then launch the box to a planet that you have a workshop on. Once the box gets there your engineers take "x" amout of time to then construct the ship from the box you sent over. Not sure if that helps....
  18. Can you add hatches to these labs when you get a chance, m8?
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