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- 5,917 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! -
Love it! Would it be possible to make it favor low inclination orbits, at least closer to Kerbol? That way you have easier starter planets. And it's more realistic, too.
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Well... you know... it does say Beta in the title. "Shoehorned in" seems to be a rude descriptor for a mod that is still in development. And I've been using the mod just fine. The payouts have even been raised considerably from when I was using the mod last, and there are more missions to choose from.
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Thank you for all of your work! Might we see a realism mod pack for .23 one day?
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[0.23.5] Realism Overhaul: ROv5.2 + Modlist for RSS 6/30/14
StarLiner replied to NathanKell's topic in KSP1 Mod Releases
Wow! This looks incredible. Just what I need for my KSP experience. I'm still playing around with stock .23, I have this thread book marked. When it's ready I'm most certainly going to be using it until .24. Seriously, thank you for all the work you all are putting into it. -
Hey! So I've been working on a mission pack the last couple of days. I wanted to make a pack dedicated to setting up bases and colonies, things that players love to build and role play with, but don't have much of a purpose in the real game yet. There are currently a dozen missions in the pack, and I was hoping for feedback when it comes to what is it in it, how it's setup, what should be added and what should be taken out. These missions are designed to encourage players to do things they normally wouldn't do with a limited budget, like a Mun base or a Eve station. Missions that sound believable, but are different from the norm. They wouldn't be taken often, and they'd be high risk high reward. Aside from bases, there are acouple of other missions like setting up an orbital power plant. I'd like to try and come up with more missions like that too. This is currently not meant to be played. I wanted to show what I've done so far, but it isn't quite ready for proper use in a play through. The pack makes heavy use of a Greenhouse part that is optional on some missions, not so on others. It can be downloaded here. At least, the model can. I want to try and get permission to include it with the mission pack when I put the final version up on Spaceport, and make it Ioncross compatible to make Oxygen for your crew. I already have a config that works ready to go, I just need to make sure I'm allowed to include it with the pack. It would also include compatibility with the tech tree, which it currently lacks. I was hoping for criticisms and critiques about the content of the pack right now. I would appreciate any feedback! -I've been trying to put the Kethane scanner in the first pair of missions as a requirement but I can't get it in correctly. partName = kethane_highGain doesn't seem to work. This is the only part that has given me trouble. -Is the number of parts required for bases/stations too many? not enough? Could there be more variety? Are the payouts too high or too low? Is there another way I'm not thinking of to make them more interesting? I'd love critique on this. -Is the way I've implemented the greenhouse part fun, or too much trouble? Thank you for taking a look, and I look forward to hearing what people think! Here is the current version.
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Downloaded and installed! Can't wait to take it for a spin. I tried writting a basic mission, though I seem to having a few issues, may I ask for some help? It's a short mission to put a satilite into geostationary orbit. I can see the package listed in the menu, but when I try selected it nothing pops up. Did I do something wrong? Thank you again for all your effort! Mission { name = Map the Skies description = Before our program can really get off the ground, we need to send probes to these new worlds to confirm beyond a shadow of a doubt they aren't stains on the telescope. Mission { name = 01 - Geostationary Orbit description = Kerbals all across the continent can't watch the rockets launch! Throw up a communications satellite to correct this, so all Kerbalkind can enjoy our explo...sive triumphs.. reward = 45000 category = SATELLITE repeatable = true randomized = no OrbitGoal { body = Kerbin minPeA = 286000 maxApA = 289000 } PartGoal { partName = longAntenna partCount = 3 } }
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Awesome, thank you. I enjoy the algorithm MCE uses to guesstimate a good price, because I'll know that I freaking earned that imbalanced engine when i spend millions on my drive section. I think I might try my hand at creating missions. Do you think MCE will play nice with the Expanded Planets mod that was just released? Perhaps I could make something like the ISA pack for scansat... If I did, would it be alright if I used your ISA mission pack at a jumping off point? They'd pretty much do the same thing, with the new mod. I'll go over your link in the OP, any words of advice?