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bigyihsuan

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Everything posted by bigyihsuan

  1. Would it be possible to have a backport of this to 1.7.3? I cranked my Science gains way up in my career save and have several thousand in unused science at this point.
  2. I played a bit of my modded JNSQ career save. Got to orbit, a tourist contract completed, a space station core up, docked to it for a contract, and then started building another tourist craft for 9 (!) tourists wanting to go to orbit at the same time, and rage-quit because Modular Fuel Tanks' GUI was lagging the hell out of KSP while I was setting up RealChute parachutes (not that my framerate and editor responsiveness was that good before then). As it turns out 5 Lander Can Mk.2s is incredibly laggy while in the editor. I wish I had the Hitchhiker unlocked....
  3. This, I think, is the best approach to this. Combine this with the action group system and the robotics system and this could become incredibly powerful. Example: You have some hot-running parts on your ship, like a reactor, and you have lots of active radiators to cool it. However, you can't bring solar and the reactors use lots of power. So, you could have a check for both high power and a hot reactor, and have it activate an action group that opens the radiators, automagically.
  4. I wasn't expecting an update so soon after I started reading it. And it was good. By the way, @KSK, you've said that map is pretty much what you have in mind, but do you have a map of your own that you reference? I'm a little obsessed with maps, especially ones for fiction. It also helps me with knowing where what is what while reading. I'm also interested in what sort of specs the parts in the story is compared to the game, and if the rest of the Kerbol system is scaled up to real life like with Kerbin-Mun-Minmus. Just based on the fact that Rockomax is using Mainsails, Skippers, and Poodles, their rockets are at least 2.5 m, and the KIS LV-909, LVT-30, and RT-5 implying 1.25 m. Though the Saturn V-like rocket mentioned in "Shoulders to the Wheel" makes it seem like they're using a much larger tank width (or incredibly compact Mainsails and Skippers!), for the first 2 stages at least. I remember seeing some screenshots and recreations of the early rockets in the first dozen or so pages, but a lot of them are unviewable because of Photobucket being a terrible image hosting service as usual.
  5. Heya, I'm reading through this (currently on 41: Training Days), and I've made a Tvtropes page here. It really needs filling, since it's based off of what I've read so far.
  6. How much stuff is broken? Just so that I don't corrupt my save or something if I do try to install the 1.3 version of this.
  7. Seems like all the dependencies for this mod are updated for 1.4+. I would love to play with this, but I'd like confirmation before I get the 1.3 version and mixing with Kopernicus and Barn Kit for 1.4.
  8. Hey @linuxgurugamer, do you think it would be possible to port QuickScroll to a newer version? Makes me wonder why it’s a dead mod, it was so useful back in the day.
  9. That seems to be it. Thanks! EDIT: Though it's useful having new categories, it wasn't what I described. To clarify, when you scrolled up or down on the category sidebar, it would go up and down the categories, opening each in turn. So if you went to Pods and scrolled down, it would open Fuel Tanks, then Engines.
  10. I remember there was a mod that let you scroll through the part categories in the VAB/SPH. Does it still exist, and is it updated to 1.4?
  11. It's been a while since I've wanted to get back into KSP, especially modded KSP. Has anything changed? Is Realism Overhaul on 1.2 yet? Are there any mods you'd recommend for a once-veteran, now returnee?
  12. I've been around since around 0.13.3 was released (KurtJMac's 1st (?) KSP video). Hard to believe that it's been so long.
  13. >Add another Rockomax X200-32 underneath the first one.
  14. 1345: A huge stash of Rad-Aways. You take enough to get through the Van Allen belt alive.
  15. 1338: You realize that you forgot to make a "LEET" joke on the previous floor.
  16. How do you report posts now in the new forum? In the vBulletin forum, it was just as simple as clicking on the traingle witht eh exclamation mark. Is there something similar here? EDIT: NEVERMIND. Right next to the date. Mods please lock.
  17. Ah, I remember the controversy with Postcards From Laythe. Shame it's indefinitely postponed.
  18. I would say to make a YouTube series. Since you're installing mods anyway, you should install the two SpaceY mods (vanilla SpaceY and SpaceY Extended for 7.5m rockets) for the massive rockets needed to get to the other stars.
  19. Is this going to get an update for 1.0.5? It's really annoying me that the money gauges are different styles...
  20. Link to site here Human Resource Machine is a game about coding your character in an office building to move boxes with numbers on them form the INBOX to the OUTBOX. Easy, right? WRONG. There are 11 different functions in the game, not including comments and labels. These are enough to simulate an entire programming language/computer... ON YOUR COMPUTER! Amazing isn't it? After playing for several hours and getting frustrated at the lack of high-level programming language features (like for/while loops, multiplication, division, MODULO), I now respect early progammers that had to use machine code/assembly language/something a tiny more advanced. Here's an example of the hacks that you need to do here: There is a level where you have to code a program that outputs all of the numbers less than the input all the way to 0. In-Game: -- HUMAN RESOURCE MACHINE PROGRAM -- a: INBOX JUMPN c JUMPZ f b: COPYTO 0 OUTBOX BUMPDN 0 JUMPZ e JUMP b c: d: COPYTO 0 OUTBOX BUMPUP 0 JUMPZ g JUMP d e: f: g: OUTBOX JUMP a There's most likely a way to translate it to a different programming language, but I'm to tired to deal with the JUMP functions.
  21. I've been to Mun, Minmus, Duna, Eve, and Jool exactly once. I still haven't gone to Moho, Dres, Gilly, Ike, the Joolian moons, and Eeloo yet.
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