kingofhell213
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Posts posted by kingofhell213
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11 hours ago, JuuL said:
Yes, it’s a great idea, I’ve already seen someone on another subforum mention this idea. If it’s not already in the developers’ minds, maybe initially have “premium” parts that unlock if we do certain scientific experiments in specific places like discoverables ?I think it’s a feasible thing!
In a second time, are you thinking more about science like we can do with the Orbital Survey mod ? Parts that add gameplay ? So for example, atmospheric experiments that unlock a better SAS etc ? That would be really nice and it would add depth to this gameplay, that’s for sure!
While also interesting, the Crowd Sourced Science mod was a simple KSP1 mod that just let people from the community make their own text show up when you did science experiments. It'd replace the boring "You take scans of the atmosphere" with things much more interesting and entertaining to read. It's a minor mod overall, but one that made the game more enjoyable, so I was curious if anyone was thinking of doing a KSP2 variation of it.
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Just curious to know if anyone is working on a KSP2 version of the Crowd Sourced Science mod that made science reports much more interesting. I don't know how difficult it'd be to make one for KSP2 itself.
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48 minutes ago, JadeOfMaar said:
MKS is a huge mod and has had a few very big and breaking updates since whenever it was that the Snacks support was written. Whatever MKS bits still operate with Supplies is either hardcoded or never received a config to handle Snacks. (This is not a bug. Also, it's not practical by any means to have multiple mods for life support (that is, making kerbals have to eat or drink). Why? Because: (1) They're never designed to allow kerbals to alternate or use one for backup when they run out on the other. If either mod decides your kerbals should be starved and dying, it will have them die and the other mod isn't going to argue; (2) It's excess work for you the player, pointless repeat work for the CPU and pointless repeat mass on your ship: the tanks and resource converters.)
Gotcha, thanks for letting me know! I'll just remove MKS for now then.
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So I got this mod once I saw it was compatible with Snacks but I'm seeing that for some parts they still make Supplies rather than Snacks. Am I right in assuming that Snacks are what are normally consumed, but Kolonies don't consume Snacks but instead consume Supplies, to reflect a more varied palette instead of just, food bars? Or is it just a bug?
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On 12/17/2023 at 8:38 PM, Tez613 said:
I am having an Issue where the AH button in the tracking station dosnt do anything and in flight and in the map view dosnt even show up despite being set to in the settings.
I'm having the same exact issue. Hopefully gets fixed soon!
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Getting a weird bug in that when I try to extract the files to my GameData, quite a few files get an error and have to be skipped. Not a specific error either, it just says "unspecified error".
[1.12.x] JSI Advanced Transparent Pods (V0.1.24.0) 12th Sep 2021
in KSP1 Mod Releases
Posted
So how exactly do I enable this? I believe it's set to default transparency but the pods just, aren't transparent. It's possible I'm missing something, or maybe FreeIVA or RevIVA is messing with it of course, but altogether I figured I'd ask just in case there's something I'm missing or that I have to do something on my end.