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Mitokandria

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Everything posted by Mitokandria

  1. I'm trying to add a new option to the Convert-o-tron for converting Ore + Water + EC into CO2 and Liquid Fuel (Coal Gasification). I've added the process to the "Default.cfg" Kerbalism profile (just to test) but it doesn't show up ingame. Any idea what I'm doing wrong? (Ignore the values. I thought it was per hour and not per second.) Process { name = Regolith Gasification title = #KERBALISM_Process_RegolithGasification modifier = _RG input = [email protected] // 3 kW Furnace at 1800 C to begine coal gasification input = [email protected] input = [email protected] output = [email protected] // 1g CO2 produced per day at 1800c output = [email protected] // 1g CH4 produced per day at 1800c dump_valve = CarbonDioxide,CarbonDioxide&LiquidFuel,LiquidFuel }
  2. No discouragement was felt and the implication that you were the sole dev for the site was received and noted. Unfortunately CSS and HTML 5 aren't where my expertise is and I haven't touched javascript seriously in over 5 years except for a few cyber security applications for work. I can read it logically, troubleshoot, and patch; but developing new features I'm more likely to mess things up than to help. Sadly between time with family and work I don't have the free time available to learn more than that. But damn I wish I did. "She" for the record.
  3. I like Nexus mods. I have several mods there myself for older games and it works well enough. The UI, Layout, Search Features, dedicated user feedback section for each mod, and the mod screenshots section are why I prefer it over many mod hosting sites. KSP already has a dedicated mod hosting site though that works very well. I would really like for Spacedock to incorporate some of the features Nexus can provide such as mod screenshot gallery and the ability to show list of mods by popularity and downloads within x timeframe. The layout isn't as intuitive/engaging, but I'm not a website designer so I'm not about to complain about something if I couldn't do any better myself. The rest that Nexus + Nexus' mod manager provides is handled by CKAN far better.
  4. Was there ever a fix for this? I've experienced this my entire time with KIS (3 years now), but I'm only now finding out it it's not supposed to stutter like that.
  5. That's all well and good, but are you a game developer? Software/computer engineer? Are you at all in the gaming or computer/ software industry? If not then your perception of the development process is as an outsider regardless of how much Internet research you do. This isn't a preorder. It's EA which is a paid open beta. For an early beta/late alpha this is pretty normal. Is $50 a bit high for a beta? Yes definitely. Was it pushed out a bit too early? Probably. But anyone buying it is presented with a large banner stating this is a beta and not a full game yet. Don't blame the devs if buyers ignore the warning.
  6. Can we get a list of acknowledged/confirmed bugs from the dev team? It would help assure folks that issues will be addressed (does not indicate priority) and may help slim down the number of bug reports for the same issue. Would also help with expectation management.
  7. No misunderstanding on my part. Just not what I thought it was going to be based on information I'd read prior to this thread. As for my hesitancy chalk it up to "preferring something I know vs something I don't know." Like I said though I'm willing to bet someone will inevitably mod in a traditional/legacy career mode. Money is just another type of resource after all and for most games modifying names of resources or adding in a new resource is usually well within the realm of possibilities. It might be a bit hacky depending on how hardcoded resource definitions are going to be.
  8. There is a "Call Recovery Team" radio, but pressing it just gives me some chatter. Is it supposed to give me the recovery screen? A few things I'm curious if they could be added. 1. A way to return to Space Center and/or Tracking Station from the PCR. Currently have to return to craft and use the top drop-down or press escape. 2. I'd really like a way to access the Kerbalism menus. Specifically craft status menu, but I can live without it as long as I have the UI on. This might be out of scope for PCR and more on the Kerbalism team or PropMonitor team.
  9. Everything I'm seeing about this game is pretty normal for a very early beta or very late alpha. EA is just an open beta test for people willing to "invest" in the game's future. It's ok if people aren't ready to invest in the game's future yet and ok if those who invested decide to back out until the game shows more promise. @Linuxgurugamer do you have a YouTube channel i didn't know about?
  10. Oh. Well that's sad news. I'm a big fan of career mode in KSP1 as is. I thought the resource gathering would be an alternative to using money. The only complaint i had was science progression not granting funds which was handled by a mod. I will certainly try this resource management aspect, but i hope I'll see a traditional career mode mod later.
  11. Oh i don't doubt it and i look forward to when it's ready. My comment was about a specific part in the EULA is all.
  12. Is that what that does? I saw it last playthrough but clocking out didn't do anything. Might have been a bug for me then.
  13. I think it's important to also consider what is likely to be most compatible with the future built-in modloader. Considering a built-in solution is in the pipes I think it's best to go with a generic Unity modloader like BepInEx. Since BepInEx is made to be universal it might be easier to later convert to or run them alongside whatever modding tool(s) KSP2 devs release.
  14. I noticed that too and also found it a bit strange considering their commitment to the modding community.
  15. Heck yeah I'm looking forward to it! I think I'm most excited about optimizations, updated physics engine, new parts inspired by KSP1 mods, and new planetary details! If I had to pick one? That's really hard. I'm thinking optimizations and better loading times!
  16. After reviewing the patch closer it looks like it is working, but many of the parts that should logically be passable were not setup in the CLS config. Guess I'll need to modify the config file and add the parts I feel should be passable. Does anyone already have such a config?
  17. Does anyone have a CLS Config file for Mk3 Stockalike Expansion? The mod itself has CLS patch files, but they do not appear to work. I am guessing that is because an update to CLS or Module Manager broke compatibility with the now quite older mod.
  18. I'm sure this is a dumb question...this doesn't work with Kerbalism right?
  19. How can I make this work with SIMPLEX Kerbalism's resources?
  20. No it's mainly that Rational Resources adds a number of fillable containers in various sizes and shapes that are able to be filled with anything from Kerbalism's "Food" and "Water" to Real Fuel's several dozen fuel types. I'm looking to be able to fill those containers with Simplex's Air and Consumables.
  21. Is it possible to add support for RealFuel and Rational Resources?
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