Austinator48
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Everything posted by Austinator48
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IMHO I think it should be a lot higher then that, they are engineers after all. (Is there a way to make a config file to edit that amount? and if so what would be the variable?)
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Just an idea: Engineers should be able to fix all failed parts or be the only ones able to, gives more of a reason to bring engineers along.
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[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Austinator48 replied to severedsolo's topic in KSP1 Mod Releases
o7 Glad I could be of service -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Austinator48 replied to severedsolo's topic in KSP1 Mod Releases
But then how are the tourists decided in this world, by lottery and the government pays for it? IE A service provided by the government that you might get lucky and get to go to outer space? Interesting.... In the US, lottery is regulated by the state, IE Oregon lottery etc, so in this case instead of winning money you win a trip to space.... -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Austinator48 replied to severedsolo's topic in KSP1 Mod Releases
RIP, ya it’s intercepting the Tourism Plus Edit: I wonder if it would be possible to make exceptions for Contract Interceptor on a contract by contract basis or just an entire agency -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Austinator48 replied to severedsolo's topic in KSP1 Mod Releases
Been Loving Battletech. And a summary window would be a great addition. Out of curiosity what do people put for the configurable,I'm playing beyond hard difficulty so I'm looking to have to manage my funds efficiently -
[1.8.x] Monthly Budgets 5.0.1 (22/12/2019) - UP FOR ADOPTION
Austinator48 replied to severedsolo's topic in KSP1 Mod Releases
Why haven’t I seen this mod, literally run all the KCT, stage recovery, and other “realism” mods beside actually going full realism overhaul for years. Downloading! (For tourism contracts does it work with tourism plus and other contract packs with tourism?) -
@DoctorDavinci I was thinking that might be an easier way, more simple and only happens when the kerbal has a chute anyway, I wouldn't mind trying out that plugin. Right now if I really need a the parachute repacked i just go into persistent and edit the file.
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I wonder if a mod could be made that allows all kerbals to repack their own chutes, that would be nice
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Yay my cars, trucks and other similar vehicles can break without me using a clamp!!! Never thought I’d be so happy for my things to be able to break.
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But aren't all aircraft contracts going to be some derivative of "Fly somewhere, do something, come back"?
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Well I've been driving around my Science Truck using Grounded multiple times (using KCT active vessel recovery) with all parts that have at safety rating being at a safety rating of 1 (terrible) and nothing has failed, versus my stock rockets and planes have most definitely failed. Can't see a way of checking or testing if it's working unless there is a way to force a roll or fail.
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Loving this mod, spices things up when you're just grinding contracts or flying delivery missions, and makes a real reason to use LES's which is great, however I've noticed none of my mod parts have failed even if their safety rating is 1. Does "Oh scrap" it work with part mods? (Because honestly I want all my parts to be able to break )
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@inigma Sorry was busy taking care of my Grandfather and work, I was fully ready to "invest" in GAP since I've been playing it since you released it in testing but then @theonegalen had to go do it before me, DM me your paypal fam. Edit: Got you on Patreon fam, but if you get more of it thru straight paypal let me know
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It's the desert airfield just kinda in the area of the pyramids, in the patch notes and release there was a called the "dessert" launch pad and airfield (on purpose of course), and the runway is actually longer then KSC's. But you don't have the DLC? Well I've been playing since before March 2013 deadline so i got it for free. If you message me your steam info I'd gift to you. @Beetlecat I know it was fun to play but a ran into to many bugs/errors in the contracts mostly related to sunken builds and what not, basically the mod that add the bases (kerbal konstructs right?) I had too many issues with. But it was fun while it lasted.
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Now that there is a "Dessert" Airfield are you thinking of adding a proper Airlines Flight from KSC to "Dessert" and vice versa (since you can launch from either)? I know it's only available if you have the DLC which sucks but it'd be awesome to have a proper airline flight for those that have it. Anyway Awesome mod been playing with it what seems like forever (rip tiki bar)
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[1.4.*] KSP Logitech RGB Control [v1.1.1] [2018-06-02]
Austinator48 replied to battlemoose's topic in KSP1 Mod Releases
Just wanted to let you know that this mod is amazing beyond words, if i just used the G910 for KSP it would still be worth the purchase with this mod. -
Nice! Now I can add it to my ships/probs to run a fuel cell if the EC gets to low, no more dead probes or kerbals complaining about climate control yay! P.S. Does the data loss part work with remotetech?
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I'd be willing to help however consider I'm no expert. Determining where to put the parts in this tech tree that mirror human advancement will need to be considered since a lot of the parts in USI don't have IRL counterparts and takes some conjecture to determine how far in the future they are (I'm no expert in growing food, mining water substrate, etc in space and how far we are from it but I have some ideas). I will message you with potential changes and future ideas so not to make this thread fill with just back and forth. However, I can't promise it will be in a timely manner (it might be thou) since I'm in college working on my engineering degree, taking 17 credits and dealing with personal life. hmm not sure about the reduced science for higher tiers, was enjoying getting into the late game/ looking forward to it slowing down and always having more tech to unlock. I'll have to play more of it to see if it turns into a grind fest. But considering you can get at least 14000 sci just from the mun so I'm not sure if the reduction in necessary. Also adding Orbital science adds a ton of potential science. Note: I haven't really gotten far enough into this tech tree determine if this reduction is needed or not, this is just initial feelings and thoughts.
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Would you be interested in integrating USI: MKS/OKS? Currently the parts start getting unlocked at teir 4 which is when manned spaceflight starts in your tech tree (this is because those nodes are when they are unlocked in stock). In my opinion some should be unlocked starting at tier 7 since this is as you say "the time when humans learned how to live in space" and they unlocking alot more around tier 9 since "Long-term space habitation" and continuing from their. I enjoy your tech tree since it makes more logical sence then stock. Also enjoying the HP contract pack, it's very well paced (played the historical contract pack with +300 contracts and it was way to slow and repeative). Keep up all the good work! Edit: The Mk4-1 Heavy Comand Module is in a tier 5 Comand Modules node but it should be in the tier 9 along with the PPD-1 Heavy Comand Module in the Expiermental Motors node