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UAL002

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Everything posted by UAL002

  1. I know nothing about the complexity of coding this mod. But I'm kinda with this guy.
  2. Alpha ash, I know i bugged you about this before. What are your thoughts on opening up launch locations as you progress through the tree?
  3. Go here and see if you can get a dialog going. http://forum.kerbalspaceprogram.com/threads/98409-Planning-Community-Tech-Tree Cheers.
  4. Any plans to place your tech in the community tech tree? I think your repulsars would be a great late game reward tech. Id love to see the future of late game KSP moders posting screens of repulsor fitted heavy duty warp capable ships. Like a star wars/star trek/kerbal hybrid. Have big clunky experimental early repulsors and sleek radial animated late game repulsors.
  5. Thanks for the link. I think this series of projects will finally get me on board with EL or an OKS alike system.
  6. Ha, found your roadmap. I know we aren't on the exact same page but I think you have the right idea. I'm open minded... and excited. Need any constructive criticism let me know. Oh and testers. I can do that too. Can you outline your plans for a community tech tree or something in the first post?
  7. Well, its not just that. I feel like there are a lot of parts and the instructions are scarce. I consider myself a seasoned Kerbaler, but there are certain aspects of certain mods that I feel are outside the scope of KSP. Kethane(or Karbonite) and KAS are staples as far as the complicated mods go, especially since they fit in stock nodes, but I'm not sure KSPI and Extraplanetary launchpads fit into the vision honestly. At least in their current forms. EL is amazing in concept but I think the parts need a pass(the Warpship pack Dock looks amazing though), and KSPI adds too much. Too many resources, where I think they could have re-purposed existing ones. Sorry for the novel, this is just my opinion. I like the Idea of a Warpdrive as an endgame item. Power it with gratuitous amounts of power and xenon sure but I don't need the extra stuff. Maybe an intermediate engine. And with EL, I think it needs a part pruning as the launchpads and orbital dock are lacking in the art department. Please understand that this is not meant as an insult as I understand the immense amount of work that goes into these mods. This is just constructive criticism. Albeit in the wrong place.
  8. Doesn't look like it works in Linux...just if any of you were going to try it. I'll give it a shot when its working in wine or something.
  9. Is there a way to use the stock kit with the only change being the rings actually warp by somehow using the proper Interstellar plugin or something. The over-sized trees and overcomplicated tech is too much for me from actual interstellar. But I do want an endgame prize. I know that's like cheating the KSPI mod author but I was just curious if anyone has written any MM configs to do something similar. Honestly everything else from the Stock pack sounds great.
  10. I'm still getting missions and missions times dropping from my Kerbals randomly. They have mission ribbons and in a few cases they had up to 5 and they get cleared. Could the transfer system cause it? Maybe the way I backup saves. I just copy and paste my save folder occasionally to have a backup. I've had to go to it a few times. Sometimes my missions get corrupted and cleared. Not sure why. I though my habit of reverting flights might have done it in the past but I am now playing on hardcore and have never reverted.
  11. Does this version have a cutoff feature for the flares when looking at distant bodies with telescopes?
  12. Try hiring new kerbals and see if the new ones get added to the randomization. I'm having trouble with that unless i go into the RR settings and click some buttons.
  13. That did the trick for the MFDs thanks. But now the external part texture is gone. Its just white. EDIT: Nevermind. X64 linux does weird stuff sometimes. WE ALL GOOD.
  14. Sorry, I said rotation but I meant randomization. I never DLed his branch to test yet.
  15. I hire a new kerbal. But the old lot are the only ones who show up in the rotation.
  16. Yea, Im only seeing one of the panels. Do you happen to have the config written up?
  17. I'm worried that hiring new crew doesn't take those new guys into consideration until I default the settings in realroster again. Is that possible?
  18. Is there a slimmed down tweakscale version of this floating around with all the obsolite parts removed? This is my first time trying this and I'm a bit overwhelmed. It looks like fun though. Admittedly, I'm not a fan of the orbital dock and workshop models though.
  19. Well, Im not interested in full fledged KSPI as there is just too much involved. But I do want to try Interstellar light maybe this weekend now that we have the trees working. I hope this prods squad into improving the tech tree a bit.
  20. Lookin good anonish. Can't find the other thread but how is the community tree coming? Everyone on board yet?
  21. So far so good. Havent seen a rescue kerbal contract in a while. Was that as a result of this mod. Should I begin to see more soon?
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