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whorlwind

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Everything posted by whorlwind

  1. Is there a problem with the realchutes implementation? Though the small and large versions are supposedly unlocked with the regular ones, they do not appear for me in the parts list. I've reinstalled realchutes, started a new career, still not working.
  2. Gawd I miss the SWG mining system, not just the extractors, but the whole shifting mineral system with varying traits for each mineral that resulted in different quality goods. Why has no other MMO ever done a crafting system that good?
  3. I for one am going to have to do something like this if FASA is required, as I said before it has a ton of unnecessary parts unless you are doing a historical kerbal build using it as about your only mod. If anyone could point out a way that would do it systematically instead of manually deleting folders, I would be willing to take a whack at publishing my attempts at such. I suppose I could write a java script to do such, but it would be highly dependent on the file structure remaining the same. If nothing else maybe we can make a google document spreadsheet of which folders/parts we feel as a group are unnecessary.
  4. For me FASA already has just way too many parts with it, unless I was going to have a separate install for historical craft only. Its like the B9 pack, while I like what they've done with it it makes actually running the game with other mods a nightmare.
  5. Personally I don't feel that would add anything unless there was an option to somehow learn from your "mistakes" and develop better science equipment. If we strapped a kitchen thermometer to a rocket and it exploded, but gave us the idea (or science points) to research a better thermometer, I can see that improving the experience. Otherwise you're just having to repeat the same experiment with the exact same equipment just because a dice throw went wrong. While that may be somewhat realistic, realism that adds nothing in the way of challenge or fun seems rather pointless. Any chance of seeing MS19 released this weekend?
  6. You know MN you don't have to do all beta testing yourself, as I'm sure there's several of us who would be happy to help you out with that sort of thing if you wanted.
  7. It doesn't apply to squad's science lab module's cleaning/transmitting data either, so apparently its not just you that can't figure out those settings, you're in good company.
  8. Yeah, RSS in particular is definitely not something you should go to just because of some notion that more realistic = more fun, as there are many reasons the developers have balanced things to be as they are by default. I went to it because I wanted to find out what some of the real constraints of space flight are like, and have had fun using it as motivation to look at and duplicate specifications of the Apollo 11 craft and launcher. Before doing that I tried for several days to wing it (pun also intended) without any success even achieving orbit. As you said, the things that worked in vanilla, or even vanilla plus FAR, do not translate much at all to those that work in RSS. For one thing the first stage alone ends up being nearly as big as the VAB, and all together the ship is well outside the outer roof.
  9. Ah, so this will be a fresh start sort of update, fair enough. Sorry you got sick, hope you're fully recovered now!
  10. Hi, I'm having a problem that's I've tracked down to this mod pack, where I'm unable to take science data from either the mark 1-2 command module or the mark 1 lander can. It works if I remove this mod, stops when I re-add the latest version. Anyone else having this? Is there something with the .cfg file I can fix? edit: I found the problem, the range is too low for the rescaled pods, you need to add something like this for each of the squad pods. : @MODULE[ModuleScienceContainer] { @storageRange=3 }
  11. Any chance if the next release is going to take much longer we might be able to get a patch with just your new experiments? My progress is feeling a bit stuck after moon landing with the high node costs currently.
  12. Oh, sorry. I haven't unlocked the full tree obviously in this mod, and with the change in node names I didn't see anything that seemed to match up with what the mechjeb nodes were called. Is there somewhere you can see what the original names for the nodes are?
  13. Yeap, they're just in the part.cfg of the two mechjeb parts, there's a module in each MechJebLocalSettings that contains all the unlockTechs for the different mods. There aren't different parts associated with the modules, so I'd imagine you wouldn't do a separate branch just for mechjeb, but my suggestion for placement would be along the probe line, as it seems a little light on usefulness at the moment and the automated piloting system seems like it would fit there. Sorry for the delay, I apparently forgot to actually hit post.
  14. I really enjoy this mod so far, thanks for working on it. Just wanted to ask, so far the science beyond the normal that you've added is low and high kerbin samples/readings, duna and eve high fly-bys readings, and mun orbit/landing samples/readings, am I missing anything? Also, while I fixed it for myself, would it be possible to add mechjeb modules to the list of things to place into the tech tree? I like using its maneuver planner in particular. Thanks again, looking forward to seeing the new version!
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