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Artophwar
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Everything posted by Artophwar
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Artophwar replied to shaw's topic in KSP1 Mod Releases
Ii there a way to disable the toolbar icon?? I dont use the kerbal suit replacement part of texture replacer. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
Artophwar replied to ethernet's topic in KSP1 Mod Releases
I cant seem to find a .cfg file to edit the contracts?? I would like to lower their rewards. -
I just started doing some custom comsat contracts and it requires a repair panel. I thought the new small repair panel would still count for this but it does not. The satellites Im making are very small and the regular repair panel is way too big visually for them. Would it be possible to make the small repair panel and the repair panel count as the same item for these missions?
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Artophwar replied to Arsonide's topic in KSP1 Mod Releases
Thank you for letting me know what to change. For what I dont like about them is they always set distances way too far for my liking. All Contracts will be like 10000000m or more. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
Artophwar replied to Arsonide's topic in KSP1 Mod Releases
How can you disable contracts that you dont want to appear? I am not a fan of the satellite contracts in Fineprint and would prefer they not clutter up the mission selection. I deleted the satellite code from the cfg file but they still appear. -
Yes it is true that there are settings to adjust the way the game is played BUT there should be a baseline that is fairly balanced. The current game obviously needs a lot of tweaking and I would hope that would be a major focus before the game hits Version 1.0. Just telling people to not to use unbalanced features is a cop out. Sandbox allows people to play the game with no science if they don't want to worry about the tree. The Career mode should be the most "gamey" mode. It should have the most restrictions and balancing. The normal setting needs to be a good baseline to work with and then people can adjust it up or down with the difficulty menu.
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Should RemoteTech be in final version of game?
Artophwar replied to Tux's topic in KSP1 Suggestions & Development Discussion
I would be firmly on the no side. Remote tech is to complicated for the stock game and should stay as a mod. Better aerodynamics and deadly reentry are something Squad has said they would add and both of those are actually simple compared to what you have to do for Remote tech. Those two features just change the way you fly and reenter. If someone begins playing with them when they are stock they wont know the difference and just play the game as people play it now accepting the new rules as the way to play. You could still have checkboxes for reentry heat or not. With remote tech you have to actively set up your communications networks and it really just becomes a chore for most people. -
Good to hear the preview notes. I want to say my appreciation for the work you have done and that take the time you need. I know a lot of modders feel pressured by users to get things done right away while not understanding that these are real people with lives outside of the mod and they are doing this in their free time for no money. So again thank you for all your hard work.
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I dont understand how people can apparently "know the game is alpha" yet not understand what that means. Every release is always going to break mods. You have to play stock or wait for them to be updated. Plus there is always going to be bugs in an unfinished game, many more than a released game. I just dont understand how people like the OP dont understand and especially when it is clearly explained in multiple source what an alpha, early release, beta game are. They really should know not to buy something till its down if this is how they are going to react to updates.
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Any engine, rcs thruster, fuel tank, solar panel, battery, ect should have mass at least added to the total mass of the ship. We should have to pay the cost and the dV for taking these parts into space as they can provide dV. The small science parts, ladders, some of the structual parts I am fine with being massless for gameplay reasons. As they are more aesthetic in use and less about getting the craft to wear it is going.
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I actually think this is fine. I would never normally test a jet engine on the mun and many of these contracts make you do things you would not otherwise try. They actually increase player skill by having to figure out how to achieve these weird requirements. I just wish it was harder to progress and make money. I hope we get daily/monthly costs and some difficulty settings. Currently the money is irrelevant. I can afford to build whatever I want and have never had to watch my budget even from the first craft I made.
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Ya it seems pretty much impossible to fail the contracts. I havent failed one yet and looking at the failure requirements I doubt I will ever fail one. IF this is where they want to base game to be fore new players they really need to add difficulty settings. I came back after about 4 months to check out Career Mode and I love a lot of the changes but the difficulty is the one thing I wuld liek to see increased. It really is not very fun for a experienced or semi experience player. And all those new player will be come experienced one day too so there needs to be a mechanism to increase the challenge.
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What is "entry purchase" in the tech tree?
Artophwar replied to Asmayus's topic in KSP1 Gameplay Questions and Tutorials
Hopefully it will be added in the next update. There needs to be a lot more things to spend money on and buying the researched parts seem like it could be a major money sink. It is too easy to accumulate money currently. -
I think that the kerbals should have daily salaries that deduct from out treasury. Hopefully in the future when they can get better stats then they start to cost more and you have to balance a good kerbal versus a cheap kerbal in your budget. Right now money is irrelevant right off the bat. I have never felt any pressure and never felt the need to limit my designs. Im already close to 1million space bucks just randomly doing contracts.
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Im hoping this mod continues in some form. I would like to see some of the mission types that MCE had added to the new contracts system. Maybe MCE could also add difficulty settings to the stock game. Currently it is way to easy to make money and it becomes irrelevant quickly. I understand that the new update will probably require a lot of reworking and potentially starting over but I think the the name should continue on even it really has little of the code from the original.