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Barklight

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Everything posted by Barklight

  1. Very nice custom mod. I'm playing around with it now and I love it
  2. Thank you I tried CKAN in the early days but I've spend so much time manually modding other games like Oblivion / Skyrim / FO3 etc that I'm more comfortable in Notepad++ and Explorer than a manager GUI lol.
  3. Is there an alternate download source other than CKAN available?
  4. Thanks for the explanation, Kasper. Really helps to clear the air and hopefully will get a few pitchforks put away :3 Hope the exam went well!
  5. Couple this with my super hard mode campaign I started this past weekend. Hard+SETI Balance+RT2+FAR+DangIt+USI LS (had to drop TAC)+Kerbal Construction Time. More rage and frustration than anything else... Then pride & feeling genuinely great when something crazy works.
  6. Thanks for the quick correction! I knew something was off, I'm glad I waited a day before reinstalling my whole game. YAY for not having to restart my hard mode, heavily modded career save!
  7. [quote name='GregroxMun']You may very well be correct about different fuels. You're not discovering the planets so much as finding out what they look like beyond their color. Disagree that making the game slower makes it more boring. That's like saying stock scale is more boring than Toy Solar System. (Hint: It's not). The point in having Kerbin be full scale is so that the designs for spacecraft are more authentic, things that could actually function in the real world. Maybe include a 1/10 Full scale mode for an option to go back to the pre-rescale stock system. Heck, while they're at it they could include an optional Real Solar System mode. Imagine that![/QUOTE] You could simplify the whole planet discovery thing with making them colored blotches as you mentioned and then introducing one new science part like a "Planetary Orbit Color Analyzer / P.O.C.A" :) Stick it on a probe and send it to the designated location and run it's experiment for a) some science reward (high orbit gives lower science than low orbit, does not work in atmo) and b) to reveal the normal model in map/tracking view. Part would not be necessary if your first visit to the planet was crewed, as you'd have a kerbal-eye view report of it. Or you could integrate it into the first crew reports on that orbit. Following the Unity 5 compatibility update, I'd work on the x64 compatibility a bit. Perhaps make a high resolution texture overhaul package for the stock game similar to EVE / Astronomer's Interstellar pack. High quality graphics package available as a stock addition to the game, but optional (since it would probably cause issues in non-64x installs).
  8. Yeah, I have been using StageRecovery for a while actually. That's an equally amazing piece of work - just started using KCT :) If I can find a good tool for recording (Unity and NVidia ShadowPlay don't like each other very much) I'd probably start recording this super hard mode game and give you some more "here's KCT in action" material. [U]Off-Topic[/U]: Does your StageRecovery mod no longer give you message log notifications on recovery or failure to recover? I launched a rocket lastnight and discarded my 2nd ascent stage for recovery, it had 2x radial RealChutes on it. I noticed that I didn't get a notification for either a destruction or a recovery, and hadn't been the entire campaign. Is all that just automated now or is there probably something wonky with the game?
  9. Awesome, thanks for the intel! Just tried editing a stored science probe for a minmus flyby mission and it worked as you explained. Makes sense now! I'll take your word on the inventory workings, no need to go play hide and seek with the numbers. Does distance from KSC when recovered make a difference in inventory availability when recovering a craft?
  10. Thanks for this creation, I'm loving the added complexity to my new 1.05 hard campaign. Two Questions, how do payloads work? My campaign save is still sort of early, so I'm doing part test contacts. I built a few copies of a 'landing pad test stand' and they're stored right now. If I try to edit one it takes me to the VAB, but I can't save or launch it after I add the test payload. How does inventory work? If you can cut down construction time by using parts in inventory, where do those inventory parts come from for new craft? Unless it's dealing more with constructed sub-assemblies as 'inventory'? Sorry if those are answered earlier in the thread, I looked back a few pages and didn't see anything. Thanks :)
  11. Take the time to set up an appointment with your city's employment office, or swing through your City Hall and ask about small business counseling or advisers. Most cities of medium or larger size have a group/department that focuses on small business growth. Their main job is to promote the growth of small businesses in their town in an effort to bring in additional revenue for the city - something helpful for both them and business owners (via customers). I live in a small city in MD, population ~40k, and we have this. They don't always have everything, but they have information to help get you started and incorporated. They can also get you in touch with a lot of the right people to get the ball rolling on everything from legal needs and rights to dealing with insurance... And even helping find a location for you if you need business real estate. Source: My wife is part of the city Arts Council where I live and fed me all of the above since she sees these folks several times a week, and it's a common thing in most cities once you have enough residents
  12. In my mind, most of my missions are narrated by David Attenborough. When he's not available, it's the young woman who narrated many British WW2 aviation documentaries, though I can't remember her name.
  13. One of my personal favorites was Space Empires IV by Malfidor something. There are actually five in the series, I've played III, IV, and V and I think IV is the best. V is good too but the early 3D graphics mess things up more than the game play enhancements help. It's a solid 4X series with a simple idea of "take over the galaxy". You are in charge of a race of aliens or humans who have just entered the golden era of their space age. You start on one planet, build scouts and colony ships, explore wormholes and jump points to neighboring systems, and colonize the galaxy. You manage your planets production queues, what buildings to install on them, the population health, natural accidents and freak plagues, things like that. It's fun. Of course you're bound to meet other aliens eventually. Multiple win conditions from domination to diplomacy, similar to the Civ games. There is combat but it's pretty basic and has an auto-calculate function if you don't want to take time doing battles. Super easy to mod for, too. Like KSP, it's all stored for the most part in plain-text if you want to make your own custom races and ships.
  14. That would be very nice, but I don't expect to see that until U5 and a much more reliably stable release of KSP x64 for Windows simply due to memory footprint. (That and Scatterer is best suited for DirectX, even though it mostly works in OpenGL.) On topic, I like this pseudo-RT2 / Antenna Range stockification. I have been playing with Remote Tech for a long time and I like it a lot - it forces you to build a bit of orbital infrastructure before you venture out into the unknown. I think the new communications setup will be a good addition to stock, though I'll miss the challenge of planning my actions meticulously with signal delay and no immediate control to correct slip-ups As much as I love RT2's flight computer in orbital / transfer flights, the headache it gives me when landing probes on other bodies is enough that I won't miss having a flight computer. Looking forward to being able to give the new system a spin.
  15. Thanks for the hard work! No problem there, I play more on my Win8.1 desktop than on my linux laptop anyway... And I'm patient I might be wrong but doesn't KSP default to DX9 anyway?
  16. I play KSP on both my Linux laptop and on my Windows desktop. I expect some of the graphics glitches in the Linux version due to OpenGL, but I'm running into one weird graphics bug plaguing me on both the linux and windows versions. I do apologize if this has been posted on the thread before, I couldn't really think of what to search for. Not sure if this is related to scatterer but I couldn't think of another mod that I have that'd be capable of causing this. Most visible when rotating the view in map mode or after an extended period of playtime. Ghosting of the atmosphere, more or less.
  17. I assume that some mod authors are already in cooperation with Squad in stock development (Roverdude, Porkjet, Romfarer, for example) and will have some advance knowledge for changes they'll need to make for their non-stock mods. For others who maintain some of the most popular mods, I also think it would be a great idea for Squad to give them an early access glimpse of the U5 version of KSP with the appropriate legal constraints and NDA. If that's a bit much to ask for, perhaps a 'devnotes v2.0' around the time 1.1 hits experimentals, featuring dev commentary, tips, and advice for mod creators would be a good investment of time.
  18. My gaming laptop runs Mint/Cinnamon, my gaming desktop is 8.1 Pro... I roll KSP x64 on both (albeit more stably on Linux!) I'm a big fan of your overhaul and I think that a main pack with compressed or low/mid-res textures would be great for most folks to stay within the x86 memory limit. However, I think a lot of us would love you (even more) forever with an optional download pack for hi-res textures when you reveal the next KSPRC iteration, for those of us not worried with memory constraints . Looking forward to what you have in store!
  19. Thanks for this, your consolidation of the various contributions by other forum members made this pretty darn easy to apply
  20. Fixed that for you. Patiently waiting for the latter. Can't do both
  21. Congrats Squad! <3<3<3 If you paid less than that, big deal. Consider it your reward for discovering KSP before it became mainstream
  22. Thanks, stupid_chris. Take your time, this is your baby, not ours. Thats all I wanted to say. <3
  23. It wasn't just you, I saw it too. The basic Pod's torque was enough to counter act it, but it definitely pulled.
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