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curiousepic

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Everything posted by curiousepic

  1. Absolutely, I'm currently playing with only FASA Launch Towers. I tried messing with the old Tree Editor to thin out some stuff, but ended up messing up my tree and had to manually edit my persistence file to restore my actual progress.
  2. A couple dream features I had while half-awake this morning: Parallel part manufacturing. Basically, there are multiple factories that are all building the parts for a rocket at the same time. It could be split between either part category (pods, control, propulsion, etc) or even by "manufacturer". This might encourage diversification of ship designs. Would it be possible to optionally allow or integrate HyperEdit with the Simulation mode?
  3. Nice work Phred! Would love to see it integrated. Though I came to ask if anyone else has this issue - the KW fairings (at least the ones unlocked in early RPL) seem to eject improperly. One side (the "right" side usually) ejects normally, but the other simply decouples and fouls up my next stage. I saw some references to RemoteTech messing up the ejection force for these fairings, but those references are from months ago and are supposedly fixed.
  4. I also love doing the kind of stuff Bronklyn666 did; if you pointed out areas that need love, I'd be happy to look into it and learn whatever real science is needed! I also have the desire to play (if not the motivation to make it myself) a Real Progression Lite Lite, which would have a greater focus on curating a mix of parts from all these mods that cuts out extraneous and duplicate part types that mostly clog up the part list and kind of drain my creativity. Perhaps also taking some inspiration from BTSM with tighter progression. Yet another project I'm daydreaming about (perhaps in combination with the above) would be to have a tree and universe that starts out not in 1950, but around 2010 or so, with the current suite of vehicles and tech currently in common usage. The first few nodes would unlock the SpaceX parts, and progress to Near Future Propulsion and KSPI.
  5. Ugh, this is achingly beautiful, especially the dynamic dimming. I just happened to catch this at the right moment; most of the planets are visible.
  6. Doh, I forgot that I had uninstalled Squad Texture Reduction Pack before installing ATM, without testing in between. I thought I uninstalled the reduction pack properly (ran debloat and deleted it), so I'm not sure what happened there, but I restored the original gamedata/squad folder, reinstalled everything including ATM aggressive, and they're back! Sorry for the hassle.
  7. Hmm, uninstalling those mods didn't restore the textures either I'll report back if I figure it out.
  8. I installed ATM but when I loaded up my BTSM save, most of the textures were white. I uninstalled ATM (deleted the texturecompressor.dll from the plugin folder and the two texturecompressorconfig folders), but I'm still getting white textures. What am I doing wrong (in both situations?) Other recent mod installs: TimeControl, Distant Object Enhancement, some cfgs from OCD Fixes
  9. To go along with this, we really need a dynamic porkchop plot generator (or that online tool should add the ability to import system info).
  10. Can't wait to try this out with my RSS install with the next release.
  11. I would love to see work on this continued! Toolbar integration would be appreciated, and in terms of low hanging fruit, top priority. Integration with ARV would be nice too. I don't care as much about a craft image. I know it would be work from above, but I think you should reconsider looking into supporting unfocused vessel resource drain. That would make this an essential mod.
  12. I would love to see this allowing a more realistic ISRU situation for RSS, focusing on water (and maybe iron), and removing or changing Kethane to something else. Has anyone done this?
  13. I'd also love to hear an update here. Would be a great addition to RSS and BTSM!
  14. Apologies if this has been answered before, but is there a way to restrict which parts can be built by a 3D printer or used in a craft built on-site?
  15. I believe SelectRoot already uses ctrl+shift+click, you might consider changing the default.
  16. Is it that the Procedural Fairing base dictates that anything attached above it is considered shielded, and ignores the presence of fairings?
  17. Ferram, do the fairings on this amazing contraption actually shield the interior?
  18. So, my issue was definitely a mod I installed outside of the bundler, probably RCS Sounds. I had previously tried removing RCS Sounds and it still hung, so it may have actually been something else, but have not yet tried to isolate it. In any case, I am having plenty of fun playing RSS with the straight bundler install. Thanks!
  19. I'm using jamis' RSS bundler. The initial node (which says it has nothing in it) starts with parts from: Engine Ignitor FASA (Mercury parts) RealChute Bobcat ind. (Heatshields) Which of these are intended, if any, and is there an established way to get these parts where they should be?
  20. Good idea, but it hangs on the same RCS part without ATM. I'll rebundle and then slowly add more mods. Thanks for the advice though!
  21. I believe I included ATM in the bundle, yes, and I'm aware it takes longer initially, but the hang on these parts is 5+ minutes alone. Anyway I'll try rebundling with less mods and without RCS Sounds.
  22. I installed with a bundle for the first time yesterday, but the game consistently stopped loading when it got to the AIES RCS thrusters. I removed those parts, and then it started freezing when it got to the KW RCS parts. Any idea what's going on here? I had the RCS Sounds mod also added independently, but removing that didn't change it. I also have RCS build aid but I don't think that would effect this. I also tried downloading AIES and KW separately. EDIT: just now looked back at nubcaker's issue - I'll try the stuff that has been recommended for him when I get home today.
  23. That launchpad might spur me to actually use EPL - My main complaint is the aesthetic of their launchpad. I'd also love to use those drills for ISRU in KSPI, since their ISRU unit is kind of... magical at the moment.
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