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PicoSpace

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Everything posted by PicoSpace

  1. Forums are back and more parts are done in the recolour, @MrShelter I'm assured will update you as to the current count as we work on getting closer to 50% coverage.
  2. Not a GitHub Wizard, so I hope I did it correctly with a fork and pull request (if not I added the pacthes in the issues list as a backup).
  3. I had been working on LS patches and what not to add compatibility to all the latest mods etc. and I had fixed up the airlock issue (which I'm assuming you fixed). I was hoping to tag team with another modder who does IVAs to make a custom one as well but given you took over that all stopped but i can see what you have done with the parts and go from there.
  4. You have a 0.1.1 release 10 hours ago, and then a v.1.0.0a3 release 4 hours ago, minor issue but thought I'd mention it here. I could send you what I had been tweaking before you took over the mod, you can take it from there (or not). Your call I guess.
  5. When I get faster internet it would be interesting to stream a real time all the way through mission (to the mun and then Minmus, that's crazy enough).
  6. This mod needs a companion mod, like Kerbal Alarm Clock Extended or something that will send your alarms to an external program or claendar so you know when you need to get bakc online for various manuevers.
  7. Very cool, would be nice to have a multi-generational ship do a OPM/OPX/KSE mission in a single go with some ISRU tossed in. is it parallax continued or 2.0 supported?
  8. Great Work! How well does it handle water landings/take-offs which I'm assuming the bowed front is ideal for?
  9. Okay, I'm going to try to give it a go. Can you overlap the flow/temp/pressure maps etc (example have a static map based on the planet for windspeeds, but then have an another map for windspeeds that slowly rotates where the speed is based on the combination of the two?)
  10. Am I right in understanding there are currently no stock configs?
  11. Would be nice if you could set the resolution for various screens (maybe this should be an anyres thing?) Playing in 4K is nice, except when in the VAB I'd like 1080 as there are less "issues"
  12. Works a lot better now, although I still think the G-Effects controls need to be simplified and tied into stock so its easier to understand at what g-force a kerbal will black/red out, and at what G-force they will die (or sustained g-force for X seconds or cumlative Second of Gees over their threshold = death). PS. The Shuttle (using MechJeb2) made it to space! The crew... not so much.
  13. This is a neat mod, but when you are floating around you can't quit without reverting to last save. Or is there a workaround for this as I'd like to leave some ballons with relays floating around in high altmosphere.
  14. Hey Everyone, I'm hosting another annual "modding" competition this year (it happens ever August). This year the focus is on KSP2 KSP1 Mods and the theme is PLANETS! Note: You DO NOT need to make a Planet, it can be "Planet" related like landers, or colonies, or whatever you think of that would be more useful on a planet then in space... in theory. Introductionary Video: Sign-up and Submission Page: https://itch.io/jam/picos-planetary-mod-jam-for-ksp
  15. Would be nice if the Planet temperature or wind speed were multiplied by the distance to the Star (the idea being is if you have an eccentric orbit, the base values are for your average orbit distance if eccentricy was 1). So closer to the planet wind/temps increase and farther they decreased. I guess if someone timed it correctly it could be manually inputted to ensure the weather pattern cycles matched with the orbits?
  16. Yes, just a config where there is the radiation belts and science parts to detect those parts (but regular science, not the Kerbalism delayed science) would be nice. That way I can play stock science with more science parts that don't have kerbalism support, but also have the radiation belts which can tie into other mods (like kerbal health).
  17. Some feedback I'm getting is the "wake-up" is too sudden, also maybe have something during the black-out (I'm thinking a sound or something) so its not totally "nothing". Maybe the reverse effect (black out, red in?) or add some camera shake?
  18. Could this be applied to say Dark Multiplayer Server (the idea being is it keeps everyone in real time?)
  19. A Couple Ideas: 1. Would be nice to have a toggle that the first craft in a series either doesn't have a number (Think Enterprise, Enterprize A, B, C, D etc) or start with "0" depending on the scheme choosen (if it has a "0" or not character). 2. Debris is also numbered So "Munallo 1" would become "Munallo 1 Debris 1" so that later its easier to find specific debris if you say drop fuel or valuable part in orbit from an earilier mission. 3. It would be nice if there was a config file where you could assign agencies (Mission Flag) a numbering scheme which woudl be automatically applied to any ship [Vessel Name here] So someone would save the ship as... "[Munallo] Relay System" and as they choose a stock KSP agency which would apply "%d" and result in the Vessel being called "Munallo 1" If you could insert that functionality I would be willing to write the config and hunt down agencies for you. PS. Here are some Additional Number Schemes to Consider: Random Characters (Non-repeating, when you run out of characters jump to 2 characters and so on) Base 36 (0-9, A-Z) Runic Alphabet Arabic Alphabet Hebrew Alphabet Morse Code Braille Chinese Numbers Japanese Hiragana Alphabet Japanese Katakana Alphabet
  20. I think I understand you, so this timewarps when you load the game so if you have a manuever node (or requirements to control your rocket) in 4 hours from when you finish playing, you NEED to be there in 4 hours to perform the commands." PS. This would be evil combined with signal delay mod for those who want ultra realism.
  21. Neat, does this mean if I set up a bunch of MechJeb (or KOS) manuveures or commands and come back later it will time warp, perform anything up to "now" in the game? Example: I set a Mun Capture burn in 4 hours, quit, come back in 8 hours this will timewarp 4 hours, perform the burn, then timewarp the remaining ~4 hours to my current time... hopefully with a ship in orbit around mun if I set things up correctly...
  22. Yeah, I've been trying to black out kerbals and in the last version it took quite an effort to accomplish it. It would be nice if it laced into stock G-force in some way, problems can occur when 2 systems are running in parrallel attempting to do the same thing. Just an "other" catch-all I think is required, so no Kerbal is left behind (or default to 1.0x multipler), if people want to patch additional professions in teh cfg files, thats up to them. Going staight up with a Booster I'm just starting to get Red-Out as the booster kicks off (G-Force Indicator was at the max 15G)... coming back down the heat sheild burns up and explodes before I got any G-Effects...
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