StarLiner
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Mod-Oriented Tech Tree (Aug 3, v0.3.3 bug fixes)
StarLiner replied to cvod's topic in KSP1 Mod Development
Probes currently don't work with height based contracts, sorry. -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
StarLiner replied to Arachnidek's topic in KSP1 Mod Releases
I'm glad this tech tree has been getting more attention the last few days. The hard work you've put into is is apparent at first glance, so it definitely deserves it. Take your time with balance and additions. I'm looking forward to the next version! -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
StarLiner replied to Arachnidek's topic in KSP1 Mod Releases
I just downloaded the file and checked myself. The config is in the treemanager folder under Adios in the download link. I think you're looking in the wrong folder. If I may make a suggestion, what about adding Mechjeb's modules to the tech tree? Make them mid-late game-ish. I don't know if Mechjeb ever got itself to work properly with FAR, but just being able to have the game warp to a node and execute it is really convenient. And by my 50th launch, I've darn well earned it! -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
StarLiner replied to Arachnidek's topic in KSP1 Mod Releases
Booyah! I love how this tree starts from the center and works its way out depending on the path you choose. I'm eager to see where it goes. -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
StarLiner replied to Arachnidek's topic in KSP1 Mod Releases
I second this. A lot of people prefer KW over Novapunch, the quality of KW is pretty top notch. -
[0.90] ADIOS Tech Tree - V.15 - 12-03-2015
StarLiner replied to Arachnidek's topic in KSP1 Mod Releases
Love it! Will definitely be book marking this page. I wish you luck with this project. The stock tech tree gets boring after awhile. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
StarLiner replied to Starwaster's topic in KSP1 Mod Releases
Would there be anyway to get ahold of version 4.8 for 23.5? Edit: Ignore me, I found it- 5,919 replies
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Just what I needed, thank you! Would it be possible to perhaps increase the difficulty of certain missions, like base construction, by requiring the bases/stations to be a certain weight?
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This was my most desired feature, brilliant. I'm eager to see how much more difficult setting up missions is with the new prices. My single concern is how mod balance may be effected. Something like Interstellar which may be silly expensive by stock standards becoming downright impossible on medium/hardcore. But, I guess that's why they call it hardcore, right? There was somebody who got a working science modifier on Reddit, have you considered adding something like that? It could help encourage exploration beyond Kerbin. Awesome! Interesting, this might also have the secondary effect of forcing you to run your program more realistically, with several missions at a time. You can't just launch your Jool ship and time warp for 200 days, you'll be bankrupt by then! Back to work! Are there any plans to have salary influence anything? I have mixed feelings about this. I loved the test flight feature in MCE because it let you test to your hearts content at a reasonable rate without being able to use those ships for missions. I tend to keep revert disabled for an Ironman feel, but this feature may have me turn it back on and just go by an honor system. Is it not possible to bring back the test flight style system from MCE? Nice. That'll be handy. How is contract integration going? Or is that further down the road? Wait, auto what? Thank you for all your hard work malkuth, you've made KSP into a great deal more at the expense of your spare time. We really appreciate all you do. I can't wait to see the new iteration of MCE.
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I personally dislike DebRefund style systems. Reusability should be challenging and rewarding. Something you design your launch vehicle around. Merely strapping parachutes on boosters feels a bit cheap because it requires little effort even with basic low tech parts. That's just my POV though. This is why I think difficulty levels like MCE had would be perfect. I personally prefer orbital or Mun missions to net a relatively small profit, encouraging you to spend your own hard earned funds on infrastructure to make them cheaper and more profitable as you go. Others prefer higher payout to reduce grind. Difficulty levels let players play as they wish. Part of me loves the idea of having the old price algorithm back, but the beauty of the new fund system is it's universal. Modders can add in prices they feel are balanced, without MCE spitting out a ludicrous price as it would for certain mods. What about difficulty levels in the form of multipliers on prices and rewards?
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
StarLiner replied to Ippo's topic in KSP1 Mod Releases
Will you be able to spend more funds for more reliable parts? This mod might make Cyclers more challenging!