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KSP2 Release Notes
Everything posted by Mitokandria
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Does this still work with the current version of KSP2?
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Kuriosity Science [v0.1.3 for KSP2 v0.2.1]
Mitokandria replied to Cadestronaut's topic in KSP2 Mod Releases
Oo having missions for some of the more obvious experiments might work. Make the mission rewards 0 and you have a readily available list of easy to achieve experiments while leaving a lot of others as hidden. As a nice bonus feature it would also help players to see if the mod is working. -
KSR-e (No Negative Feedback Please)
Mitokandria replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
So what you're saying is you're NOT completely insane? So just a little insane? -
KSR-e (No Negative Feedback Please)
Mitokandria replied to Fizzlebop Smith's topic in KSP2 Mod Discussions
I also thought he was just talking to himself until I got to the moderator post (indicating he was not talking to himself). I am curious about the mod, but the spacedock page seems to be gone now too. -
Is it possible to turn them off entirely or maybe set them to only active vessel?
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2.5x Kerbolar System [v0.3.0 for KSP2]
Mitokandria replied to cheese3660's topic in KSP2 Mod Releases
Heat Shields definitely don't scale well for 2.5x. Doable still just ...phew! -
2.5x Scaled Missions [v0.3.1 for KSP2]
Mitokandria replied to PhilippeDS's topic in KSP2 Mod Releases
A custom patch for Kerbol Upscaled (aka the 2.5x mod) to make it 10x, but there seems to be a few issues with the KSC sinking into the ground at the moment. -
Kuriosity Science [v0.1.3 for KSP2 v0.2.1]
Mitokandria replied to Cadestronaut's topic in KSP2 Mod Releases
This sounds like just what I need, but I'm also not sure how it works exactly. Do we have to initiate the experiments? Are the experiments tied to specific parts? How do we see the progress of a Kerbal's experiment? Ok I decided to check the github and there's a lot more info on what to expect on there. The experiments are supposed to be more like hidden achievements or hidden miniquests. This makes it a good companion if you're playing with lower Mission rewards. Since some of these hidden achievements require a certain amount of time and specific conditions it's meant to be balanced by playing with a life support mod. (please let me know if I misunderstood anything) -
[insert chorus from You're the Best Around byJoe Esposito]
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2.5x Scaled Missions [v0.3.1 for KSP2]
Mitokandria replied to PhilippeDS's topic in KSP2 Mod Releases
Is it possible to make this 10x? (i know the parts aren't exactly scaled to work with 10x...but still.) -
Does this mean I can properly warp through my ion thruster burns now?
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My suggestion: A tiered notification system: Critical, Important, Normal, and Minor. Place the current notifications into categories and assign those categories to a default tier. Allow the user to change the tier for a chosen category in Settings. Add a Notifications Panel button to the UI. Lights up when there are new notifications. Tier - Critical Noise Alert Notification Panel pop-up Tier - Important Notification Pop-Up Tier - Normal Notification Panel lights up Tier - Minor Notification panel does not light up. At the current stage of development the constant notifications, visuals, and sounds are only a minor problem or annoyance, but as more features are added to the game management of notifications is going to become a much bigger issue. Already we can see the limitations of the current notification system where important notifications, if missed, can't be read elsewhere and too many notifications at once (during warp) causes visual and audio spam that massively degrades frame rate during mid-late game when you have 20+ vessels. This feature would also be great for modders. Allowing mod devs a framework for notifications and messages outside the vanilla gameplay loop without overloading the player.
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I never personally get that indepth with my burns, but this would actually be very nice. I recall KSP1 had a feature I didn't use much to set max throttle for a maneuver.
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In a nutshell: "KSRe is a overhaul/rebalance mod for KSP2 that is inspired by KSP1 mods like RealFuels and Test Flight." Is that at least somewhat a descriptor for this mod? I know it's a very simplistic description, but hopefully a sufficient '[short summary here]'?
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Does the headlamp in the current version of the game not act this way? (I'm sure this is a stupid question)
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You can’t spell User Interface without U & I
Mitokandria replied to Nesses's topic in KSP2 Dev Updates
I hope to see more control over font size. I still have modest sized monitors due to size limitations. The new font style will help, but it's still all very small. Really happy with the change to intercepts! Long time player and even I constantly messed up with the intercept labels. Will there be anything done with the icons in map view? It's extremely difficult to select things in map view once you have a number of crafts in orbit around multiple bodies. -
Plural? I thought there was only the one?
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Bug Status [1/12]
Mitokandria replied to Intercept Games's topic in KSP2 Suggestions and Development Discussion
I know it's already been pointed out, but wanted to add a bit more. Bug Hunting and professional troubleshooting generally goes: Reliably reproduce the error/glitch/issue Systematically remove/modify variables to isolate exact conditions required to produce the error/glitch/issue Investigate correlation of identified conditions and the error/glitch/issue. Isolate and systematically modify code to resolve individual conditions. Test code and attempt to reproduce the error/glitch/issue. Repeat until error/glitch/issue is no longer reproducible There may be more steps depending on the exact setup of the development team and design documentation. It's like a massive sudoku puzzle, but the more people you have providing data the more numbers get prefilled. I'm super excited for the orbital decay fixes! I still sometimes get them, but not nearly as often. Sometimes I'm even able to stop the decay via short rapid bursts of thrust, spinning, and/or timewarping. Also really really really really want to see UI improvements. I do not have large monitors and I have an astigmatism in one eye making it very hard to read any of the UI and it's tiny font depending on which side of the screen it's on. -
If it can't for copyright issues then could always go the Morrowind and Fallout route by making an external program that pulls the tracks from your KSP1 install folder, converts, and implants them into KSP2. Otherwise I'm not sure how that would be done as conventional mod (ex. drop .dll into folder) though.
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Where's My Crew Capsule? [v0.0.4 for KSP2 v0.2.0.0]
Mitokandria replied to cheese3660's topic in KSP2 Mod Releases
Is that January 6 or June 1? -
Kerbal Life-Support System (KLSS) [v0.7.0 for KSP2 0.2.1]
Mitokandria replied to Safarte's topic in KSP2 Mod Releases
I came here for the same reason and was hoping one or the other was working on it. In the meantime I'm just going probe only or adding extra pods.- 127 replies
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I think you make a valid point on the experiments. I'm clearly in the minority on this but I actually really liked the implementation of science experiments in KSP1. I admit I'm more a fan of Kerbalism's method where they take time, but similar foundation. I don't think I've heard anything about how Science experiments will be different from KSP1 yet. I guess we'll find out on the 20th though! I'm guessing missions will be hybrid. A core set of missions of discovery/exploration, Colony resource requirements, and a randomly generated mission every once in a while. What kind of "end-game missions" would you suggest? The only options I can think of are: resource sink missions w/ reward of some rare resource; no new missions ("Game completed"); randomly generated missions; or a mix of resource sink and rando missions.
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How am I the only person to leave a like on this epic reference?
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Kerbal Life-Support System (KLSS) [v0.7.0 for KSP2 0.2.1]
Mitokandria replied to Safarte's topic in KSP2 Mod Releases
:| I was just thinking a few days ago how excited I will be when a Life Support mod is created for KSP2. I hope the Science update wont cause too much issues when you are ready to update!- 127 replies
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