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Fizzlebop Smith

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Everything posted by Fizzlebop Smith

  1. This sums up *what* the spirit of exploration mode should entail. Thank you so much for the articulate comment
  2. I think that worked. Followed the instructions but did not know if i needed a new link https://drive.google.com/file/d/1tPel8QPA7bQq4vd5Ew0dItn8UdJ2b3ZD/view?usp=sharing
  3. I feel the same way. I want science to be a great deal more important than it currently is. I hope more experiments will come out with updates. More reasons to investigate specific biomes. I want the Kerbnet system with Anomaly detection to exist and broaden to include space... Gather science around a black hole. I also miss the aspect that procedurally generated content brought to the experience. Including more missions with each subsequent update... even allow community shared and driven content isn't the same as having random missions appear and getting to select which ones you want to pursue. It allowed MODs to lean into the contract aspect which ... Encourages a rich unique play through every time, I agree that those Missions that are core should be a part. Just makes sense that space companies would take contracts for payload delivery and Datuhz collections.
  4. I love the idea of this mod and must admit I've only been exploring the Kerbular system for about 8 months now. I have 1500 logged into KSP1 and used the Nav HUD for most of my experience. I cannot offer any insights into QOL improvements of this mod because i came to the party a bit late. I am greatly looking forward to an update that is compatible with for science. I feel the modding community is what makes game like this incredible. I mean they have a pretty spectacular foundation, but there are a very small QOL mods that i could not play KSP1 without. I find myself now adding a HUD to the list. Why did they not implement something like this and FULL IVA - external camera / systems integrations. They do have a lot on their plate and i will refrain from too heavy of judgment... Because the wonderful modding community fixes that kind of stuff for them.
  5. I am a fan of Career mode from KSP but am slowly coming around to the idea of a single mode to unite them all... however I think this should be accomished with sliders & boxes through the games difficulty interface. I like early Game difficulty centered around currency limitations & the efficiency of design through graduated part limitations. Most of all I am a fan of Contracts. The procedurally generated kind that continue to add spice to the system. I personally feel that Contracts as a supplement to Missions would be off the planet. Space X & NASA will take contract work, KSC should as well. There seems to be little structure with regard where to solicit these suggestions. Many are repeated enough that I'm sure they gain traction, others not sure.
  6. if you feel up to playing with mods.. one of the community fixes allow users to enable *debug mode which re-enables the teleport functionality in exploration mode.
  7. https://drive.google.com/file/d/1tPel8QPA7bQq4vd5Ew0dItn8UdJ2b3ZD/view?usp=drive_link I could not locate it in the Log folder directly and think that is why i missed it. Thank you for that.. i was able to search the root directory for filename and found it tucked away in a subfolder. I ran KSP over and over removing mods a little at a time. I hope that is the right one. Pretty sure the issue is a conflict between mods that i have installed just not sure where the conflict is. Any insight you can provide is appreciated.
  8. i do not have access to a numpad, and cannot find the listing in the key bindings section for Steering. It is a nightmare to have a vehicle with reaction wheels & actually wheels. Am i missing something? I am pretty new to this game and often feel stupid when something that should have been obvious finally presents understanding.
  9. I am not very experienced in modding. I have just enough experience to completely wreck excrements beyond my ability to repair. How to i acquire the specific log that is helpful to the developers of mods? In this case Kerbal Health is crashing my GUI with a soft lock. (No Game related GUI interaction). Depending on what mods I have installed (Parsing Sections at a time) this may result in a complete lock of all buttons even Toolbar / Alt+f12 (I can always press Alt-F12 once but cannot open a second time if I close ) The part of the scrolling i can see resembles this a great deal I don't even know what this is... · Issue #169 · GarwelGarwel/KerbalHealth (github.com) I found the log folders but none of the ones inside appear to have the strings associated with the crash. i do not have the logs and since resolved the issue by removing Health mod, but am amped to try it. I will gladly reload the mod to acquire logs & try to get a resolution to my issue. I know it is a conflict between mods bc IF the dev still feel up to maintaining this mod in the face of KSP2 AND some kind people can tell me how to produce those log files
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