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Doctor Axel

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Everything posted by Doctor Axel

  1. Convince all your friends to buy the game (or gift it to them, but myeh), and run a Dark Multiplayer space race. =D
  2. Sorry for the no-reply! I got caught up in Elite Dangerous for a while and hadn't touched KSP again until recently. My current mod list: Active Texture Management Asteroid Recycling Technologies EVE Chatterer Blast Awesomeness Modifier Collision FX The Community Resource Pack Deadly Reentry Distant Object Enhancement Engineer Redux (plus the All Pods mod mod) Extraplanetary Launchpads (plus Karbonite conversion) FAR Firespitter (not the whole thing, just the dll for KAX parts) Raster Prop Monitor Kerbal Attachment System KAX Kerbal Construction Time Kerbal Foundries Kerbquake KOS Infernal Robotics Talisar's cargo bays Planetshine Procedural Fairings Realchute Regolith Remotetech 2 Scansat Smart Parts Snacks (plus Whyren's extra parts) Texture Replacer Trajectories Kerbal Alarm Clock Tweakscale Karbonite I realize that that is a pretty long list of possible culprits, so... you know. I'll try poking around and mix/matching mods to see if I can pin down who doesn't agree with whom. EDIT Forgot to say, I also didn't check the error log on splashdown, because I'm a terrible debugger. But I'll do that while poking around.
  3. Not sure if it's been reported, but I wanted to raise the flag on a bug: I launched a pretty standard three-stager out over the ocean, and came down for what would normally be pretty standard parachute landing. Upon contact with the water, a humongous torque was suddenly applied to the capsule, which accelerated until it killed my pilot and then blew up. O.O Repeated multiple times with the same effect, stopped happening after I uninstalled the mod.
  4. Aha. That's what I get for being lazy. =P Thanks for the info! Definitely gonna check this one out.
  5. Hm, I see. So wind will happen pretty much when the "wind" box is checked off? And gusts will happen when the "gusts" box is checked off? Or will there will be (slash is there) a system to automate the whole thing intelligently?
  6. I LOVE the idea of this. I can't really tell from what it says on the tin, though - can you tell it to just randomly generate random weather over time? Also - does this have an impact on worlds with atmospheres other than Kerbin?
  7. Oddly enough, I'm not seeing it there in sandbox either - hrm. I might have goofed when I installed it. Thanks though ^^ EDIT - found the issue, it was an ID-10-T error. =P All is well.
  8. Question - where in the newly-organized inventory sidebar should I be looking for KAS parts? Can't seem to find them anywhere.
  9. I am ALL OVER the idea of a USI shipyard. I think I'm a little more into the idea of it working like Karbonite, though, rather than MKS - MKS is beautiful but waaaaay more complicated than I'm into. =P Just a nice and straightforward "drill extracts rocks, refinery makes rocks into parts, assembler builds vehicles from parts." That would also make it dovetail nicely with ART, which I am a big fan of.
  10. Eagerly awaiting a repaired KAS. I don't realize how much I rely on it for refueling and such until it's gone... =P
  11. Just discovered Snacks - looks like fun. ^^ TAC is cool but not quite whimsical enough for my KSP. I second the notion that a Deadly version should be possible - maybe a configuration option of some kind.
  12. I kind of ruined stock for myself by enforcing Iron Man difficulty on everything I do - I'm doing DRE, FAR, TAC-LS, Remotetech, and forced first-person through RPM and Probe Control Room. Apparently I hate myself =P I have a LOT of other mods running as well, one of which is Kerbal Construction Time - this has a nifty little feature that lets you run a simulation of a flight for a small fraction of its usual cost. When the simulation is ended, the game rewinds back to when you started it. Lets you do a bit of trial and error, but with monetary limitations - and the 'real' flight is still super important. ^^
  13. Dag, this seems to have blown up overnight. ^^ Looking forward to the result. *cough*Generator was my idea
  14. If one can make a generator that outputs graphics, one can make a generator that outputs text - actually the latter would probably come first. ^^ Visually my only objection is that the notation for transferring, aerobraking, and landing seem easy to confuse with each other at first glance (though I do see what the distinctions are). Transfer is good, but I think the notation for aerobraking definitely needs to be different - perhaps something shaped like '--|--' (to denote passing into and then out of the atmosphere). Maybe? ^^
  15. The difference being that money would still matter (like Career) but all parts would already be unlocked. Unless I'm missing something about Sandbox mode?
  16. Hi all ^^ A quick glance indicates that this hasn't been discussed very much - since we have a Science mode without Career stuff, how about a Career mode without Science? A mode with all parts unlocked and no science rewards (though you could still get contracts for doing situational experiments). Alternatively, you could make "Science" and "Career" two independent settings on gamestart. What do we think? ^^
  17. Dag... this thread escalated quickly over the weekend. Congrats on a fantastic release. =D I have updated configs for finding/extracting TAC water and EPL ore, if anyone's interested. I've also built a config that allows the converters/distillers to refine Near Future's ArgonGas and LiquidHydrogen. Lemme know when/where/if it's cool to pin those up.
  18. That would be pretty cool - and I know other mod parts have progressively unlocked abilities (mechjeb and procedural fairings are two).
  19. That is hecka awesome. =D I'd be willing to forsake ScanSAT integration if something like this was bundled with Ka/ORS. Not sure I understand what you're doing re: biomes tho. What does the gradient mean in that case?...
  20. From what I understand, a mod 'uses an ORS resource' as long as its resource simply has the same name as one of ORS's definitions (since ORS actually doesn't create any 'resources' in the stock KSP sense - it just defines where resources named certain things might be found in various concentrations in various parts of the Kerbol system.) TAC, in that sense, can 'use' ORS because its Water is named the same as ORS's Water. Since ORS was made originally for KSPI, all of KSPI's resources use the same names as ORS's resources. Near Future is very close, but ORS's resource is named 'Argon' while Near Future's is named 'ArgonGas', for example, so you'd have to either modify/extend ORS to have 'ArgonGas' resource definitions, or Near Future would need to be modified to use the ORS resource names. Since ORS doesn't actually create any KSP resources, it's up to mod authors to create resources and, if they want them to work with ORS, give them the correct names (or create ORS definitions with names that the author wants to use). Some of that MIGHT be wrong. Just what I've figured out on my own so far. =P
  21. So building a config for Water mining for the TAC ended up being stupid easy. =D If only everyone's resources aligned with the ones from ORS. Once we've figured out how we're gonna handle Xenon extraction I'll look at a config for refining Near Future's Argon and Hydrogen using similar processes.
  22. So the aerial intakes are awesome. =D Time to set up aerial water harvesting...
  23. I concur, actually. It may be time to just let Karbonite be itself, and not "Not Kethane".
  24. Aha! I suck less than I thought! =P Any thoughts re: the OMD doing its deployment animation before being told to? Cuz it's doing that, and I'm like 90% sure it does that in stick EPL as well...
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