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NeoAcario

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Everything posted by NeoAcario

  1. Appreciate the hard work, FreeThinker. Any idea how long that beta will take? That will be a 1 part mod, right? Fully integrated? Will it also include a pass on part prices... or are you quite happy with where they are? Kinda hoping all of my 4 major mods are done at the same time before I install them. Actually, is there any particular reason I should wait for a fully integrated version? The current installation method works just fine with 1.0.2, right? ~Steve
  2. Are the reward values the same as in the imgur? Seems a bit high to me. Although, considering the amount of work / time for some of them... I'm about to re-install RT with a new 1.0 install, I'll give this a try. ~Steve
  3. So hard to be patient. I'm doing my best... but I'm failing. KAS is integral to a few of my ship designs / purposes. Do your best, KospY! ~Steve
  4. So... who has the best TACLS skins? I've been using this one for ages.. https://kerbalstuff.com/mod/28/TMS_TAC_Life_Support_Retexture But thinking of changing with the new install. ~Steve
  5. Please, please, please, please, please... Would you kindly change the Rovemate into a large container? It's already hollow anyways... would be nice if it could serve a purpose. Consider it? ~Steve
  6. You want to afford a warp drive for every ship? Change the price. Credits in game are infinite and very easy to get. I do agree with you about the AM magnetic containment (storage containers), but yeah... I too would eventually love a cost balance pass. Well, until I 100% the K3 area... then screw it. I'll add KSPI and deal with it. Keep up the good work, FreeThinker! ~Steve EDIT: Quick question: Does this mod already have zzz's collapsible warp drive models? If not, why not?
  7. Oh, he's working on a stand alone version? I'll just wait then, I suppose. ~Steve
  8. I'm just about to start playing with KSPI Extended.. first time since 0.9... so we'll see how it goes. Right off the top of my head: Have you added a KSPI module to the in game ISRU to do KSPI reactions? Have you integrated requiring the now in-game drills to extract mineral resources? I was very pleased to see on the front page that a few parts are now scale-able.. instead of having everything of each size. I recall KSPI having quite a bit of part bloat, that was pleasant to see. Are there any other parts worthy of merging? I'll get back to you with any other ideas I have once I start playing with KSPI Extended here in about an hour. I should also probably apologize for never trying this while Fractal_UK was still more or less around. I'm glad you stuck with it and took the time to keep it compatible and even fixed a few issues and (it seems) revert that horrible thermal nozzle nerf. ~Steve
  9. Have you considered making some tweaks to this version of KSPI to play a bit better with all of the new features in KSP 1.0? I've always preferred to play without TOO many mods... but I really enjoy the potential level of complexity/difficulty that KSPI can add. ~Steve
  10. Hey FreeThinker, Just one quick question: Are you using the old Thermal Rocket Nozzle numbers, or the horribly nerfed ones that we the last released in the original vesion? Fractal_UK nerfed the ever loving crap out of them right about the time 0.9 started up. ~Steve
  11. Sorry, I never cared for it. I've got my list of major mods and I'm quiet happy with it. -KSP Intersteller -KIS/KAS -Remote Tech -Life Support -Like 10 Minor mods I'm just patiently waiting for them all to get fully updated and compatible while I vanilla around the K3 area getting 100% science and building up my funds. Those KSPI parts are QUITE expensive. ~Steve
  12. Love you and your hard work, sarbian. Keep it up at whatever pace you're comfortable with. Please remember that there are thousands of us quietly thankful for you and your time. Cheers, ~Steve
  13. Oh hey... was that Tritium breeding issue ever fixed with fusion reactors in the back round? I intentionally avoided KSP from 0.9-1.0 in order to keep my hype up. I'm having to re-learn a lot of the mods I use. I'm also sad that Fractal_UK never returned. ~Steve
  14. I love the fact that this mod actually gives Engineers more of a purpose. Pilots are already invaluable.. as well as scientists (to a point). ~Steve
  15. I'm waiting patiently. I still haven't done 100% science in the K3 area... I'm waiting for KIS/KAS and Remote Tech to get to 100% for 1.0 anyways. I'm actually hoping for a much more slimmed down version... since now KSP has built in ISRUs, miners, etc. Seems to me we can cut a few parts and merge a few. I'm guessing the thermal rocket nozzles will be the horrible nerfed ones that were the last version officially released? ~Steve
  16. Or Radially Attached Experimental Data Storage Container. But, I like to keep my number of mods as low as possible. Becomes annoying keeping track and up to date on 20+ mods. ~Steve
  17. I just have one question: Can you store science data in the containers? (preferably a teeny-tiny one) ~Steve
  18. So I know one or two of you have your own versions of KSPI you're working on for 1.0... Now that 1.0 has things like drilles, ISRUs, etc... are you guys trimming down and simplifying your versions of KSPI? Are we using the VERY nerfed versions of the AM reactors / thermal engines that we had in KSPI 0.13? What's up? ~Steve
  19. Take your time, man. 1.0 was a huge update. I'm waiting very patiently for Remote Tech and Kerbal Attachment System to update. Take all the time you need! ~Steve
  20. Once KAS and Remote Tech are updated for 1.0.. I'll be all set! Can't wait!! ~Steve
  21. Hopefully a 1.0 release will arrive soon. Really want to use Remote tech when I start using probes! Yes, I see that some report the dev build is working in 1.0, but I'll wait for now. Still doing local science on Kerbin, Mun, Minmus. ~Steve
  22. This right here. We know there are bugs at this stage, but it still warrants a big THANKS for getting it mostly compatible and out this fast. I gotta have my info windows! ~Steve
  23. Anyone have a 1.0 version of this little .cfg to give all command modules mechjeb? @PART[*]:HAS[@MODULE[ModuleCommand],!MODULE[MechJebCore]] { MODULE { name = MechJebCore } }
  24. Alright... so then give us a thermal, magnetic rocket nozzle option? I'm surprised you didn't just convert the thermal rocket nozzles already in the mod to this. Nerfing the turbo jets for these reasons make perfect sense, but you capped both. Turbo jets having the Atmo option gives them a step up over Standard Thermals in that regard anyways. Regardless of ISP. ~Steve
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