Jump to content

255

Members
  • Posts

    69
  • Joined

  • Last visited

Posts posted by 255

  1. I unlocked the Early Orbital Rocketry node, the tutorial really helped. I see that DMagic's Orbital Science and Universal Storage are set as "in progress". Does that mean that costs and position in the tech tree is currently not balanced? Should I avoid using it for now? I would like to have Universal Storage's Goo for example, it's way cooler than the Marvelous Miniture's one.

    BTW, I still have this problem:

    Also, using ATM, the icon of "Engine Groups Controller" is blank. I created a config file for it but with no success.

    Should I post this on the ATM thread?

  2. Hello, I'm trying RP-0.

    How am I supposed to unlock the first tech node if I want to do a rocket-oriented gameplay?

    Am I probably missing some mod? I installed only the dependecies and the most recommended mods, and there are no engines other than the (useless?) Tiny Tim Booster.

    So I had to cheat 25 science points to unlock "Early Orbital Rocketry".

    Also, using ATM, the icon of "Engine Groups Controller" is blank. I created a config file for it but with no success.

    Thanks for any help.

    P.S. = SmokeScreen should be written in OP as a dependency, otherwise some engines doesn't show the flames. Or Realism Overhaul should, I don't know who's "fault".

  3. Thank you for this mod, I'll follow its development.

    I'm unfamiliar with BARIS

    You shouldn't! :D

    If you want to try something newer, you could have a look at BASPM (Buzz Aldrin's Space Program Manager), which is a modern version of BARIS. Try some gameplay videos if you don't want to buy it.

    What you're trying to do with this mod is very similar to this game. However, this game is 2D and focuses only on the tycoon aspect of running a space agency, missing actually running the mission in a 3D world and everything else that KSP has to offer: that's why I would love to have an hybrid of KSP and BASPM (I opened a recent thread about it).

    I really suggest you to have a look at that game because you could get cool ideas from it. However, without even knowing it you already included most of his gameplay aspects.

    Other things that for example you could add:

    • Training engineers: you can send them to study/train on different engineering aspects (probes, manned spacecrafts, rockets, etc); when you research a part, it will be done faster if the engineers that are working on it are expert on that particular subject
    • After the part is developed, you can keep working on it, increasing its reliability. Reliability will determine failures during a mission.
    • More engineers working on the same part so it goes faster.

    LATE EDIT:

    The reliability part is already done by TestFlight mod, so there should probably be some kind of compatibility with it, unless you want to recode that feature from scratch.

    BTW, researching parts should also take time, it's currently instantaneous.

    There's also a little bug, the "Assign Kerbal to project" window sometimes stays open and you cannot close it, but you problably already solved it as of now.

    Since KCT and DangIt are already really well done, I'm not going to be covering the same ground there.

    You should support DangIt! though, making it possible to (maybe with the help of the author) cause failures depending on a part reliability (which would be managed by your mod) instead of just randomly. This will really add to the gameplay: if you rush the construction of a part because your rival is ahead of you, you risk getting a failure because that part is still not reliable enough (engineers should have worked on it more).

    On another note, anyone have an idea for the rival agency's name?

    I would say let the player define names and flags for both his and rival's agencies.

×
×
  • Create New...