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StarLiner

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    Rocketeer
  1. Probes currently don't work with height based contracts, sorry.
  2. 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!
  3. 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!
  4. 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.
  5. I second this. A lot of people prefer KW over Novapunch, the quality of KW is pretty top notch.
  6. Love it! Will definitely be book marking this page. I wish you luck with this project. The stock tech tree gets boring after awhile.
  7. So now that we know time is the only thing standing in the way of proper contracts, what about other MCE features? Upgrade techs from v1 and the like?
  8. Hey Malk, you should check out the Extra Contracts mod. Combined with MCE makes for a much more varied KSP experience.
  9. Would there be anyway to get ahold of version 4.8 for 23.5? Edit: Ignore me, I found it
  10. 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?
  11. 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.
  12. Out of sheer curiousity malkulth, what do you think will be the most technically challenging part of MCE 2: MC Harder?
  13. 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?
  14. Will you be able to spend more funds for more reliable parts? This mod might make Cyclers more challenging!
  15. I'd enjoy recovery of funds being an unlockable tech like in MCE, it makes you feel more accomplished. I'm hoping whatever becomes of MCE after .24 makes the game more difficult as well, getting funds is a breeze at the moment.
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