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Aknar

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Everything posted by Aknar

  1. Does it give achievements for the exploration of biomes? That would be nice as well. Give an identity to the Kerbals as well in their achievements, and the vessel type (probe, satellite, ship, lander, ...) could give different achievements. Don't be affraid to make to many achievements. The more, and the more precise they are, the better and they can be used to recognize people on the forums. And that way you are sure to get one each time you land on a different planet, they shouldn't be treated only as celestial bodies...
  2. There is still no part of this that is accessible to place in game (to test out with our own resources from other mods)? Will it be in a very near future?
  3. Well, I didn't think I'd see an achievement before a little while but I was dead wrong. To test out some other mod, I put a cockpit attached to a mechanic arm to hold it in place onto the launch pad. I let the pod drop and received 4 achievements for this. Kerbin should not be considered as a celestial body and have it's own achievements as for the mun and minmus. It's a shame to see those achievements go to waste on a random ground test on kerbin... Otherwise, it seems like a nice mod and it's effort should be combined with the ribbons like the ones under, to keep track of this for you and add more precise achievements that can be easily visualized.
  4. First of all, great mod, really love it, keep up the good work. I've been interested in life support mods for some time now and I've been through the few there are a couple times each but yours has had a clear advantage since it has more features. The EVA life support, taking resources from cockpit for EVA, warnings and warp cut, passive crafts taken in charge, estimated time to resource depletion were a great touch to the mod. These features give a real sense to life support. I'm not going to go over the usual complaints we can find in all the pages of this thread. I don't see why 100% recycling would be a priority and for the tanks and textures, the ones on this link are really nice: http://forum.kerbalspaceprogram.com/threads/43840-Hab-Hub-%28and-other-strange-things%29, as well as nothke's Flexrack as well as portable backpacks on this thread: http://forum.kerbalspaceprogram.com/threads/27587-WIP-FLEXrack-%28formerly-known-as-KASPAR%29-Portable-Payload-Racks?highlight=kaspar that have been offered graciously by the author for use with this mod and that I'd love to have but doesn't seem to be out yet. I'll avoid mentioning the known issues with EVA and other elements that are concerned by this topic but have already been mentioned. Like a minority of people on this thread (wile1411 and regex), I'm wondering why all resources have the same value. It doesn't make much sense in that case, might as well only have one resource for them all. Although I'd see the point in trying to put only the exact amount of resources necessary to survive for a limited time, and trying to synchronize those amounts so as to have zero left-overs, this seems excessive and slightly boring. An Apollo 13, "lets try to keep the guys alive by switching between fuel consumption, oxygen levels and electrical use" style mission is so much more exciting. We aren't gonna cut a sandwich in 8/10 so that the Kerbal ends it as he runs out of Oxygen. Food could run out before water since they can survive a long time without and besides Kerbals can't stand the idea of saving a sandwich for later, they'd be fighting over it as soon as they get into orbit ^^ Oxygen should be the first to go, since it's consumed quickly and wouldn't be recycled in small ships. This should especially be the threat on EVA instead of electricity (loosing control on jet-pack could be a great touch by the way). And you should take off the food resource on EVA since they aren't going to eat on a spacewalk and they are certainly going to die of oxygen depletion before. Not taking this resource for EVA will further unbalance the resources and will make it more interesting to replenish them for example with resource rendezvous. All These elements should also be considered with the waste that shouldn't be synchronized to the resources, they should be created in smaller amounts than the used resources. Some of the other ideas I have can seem a bit far-fetched but bear with me : How cool would that be to See the resources be consumed periodically instead of seeing them go down in a constant, stable way? Also, If the Kerbals ate the resources at varying rates, it would be awesome. We want to synchronize those resources as much as possible and have some realism. Kerbals would eat once in a while at different moments. Do you think a Kerbal reaction script is within your reach? Playing with values could make them change faces and make them look worried when they are lacking resources. That would really be great. Let's push this far fetched idea to make them consume more or less depending on their state of mind. So that EVAs and launches would have a burnout effect on the Kerbals. Can I add rationing as another idea of next upgrade to the mod? comfortable, normal, scarce, and survival? this would have an effect on the faces they make and the burnout if you ever managed to add it? All this would make life support harder to handle but also much more realistic and natural. It would give another feel to life support and really give life to the Kerbals. I'm not a modder myself and I know some of these ideas would be a lot of work to make possible and all I do is play with the values with notepad++, so I'm launching ideas out there and hope they are well received. Last thing, I've been having problems with oxygen resource, even on your previous versions. It appears but won't be spent like the other resources. Since the Kerbals don't die from it and changing resource consumption doesn't help, I'm assuming there must be a missing link in the code since it isn't considered in game as a resource needed for Kerbal survival.
  5. This looks fantastic, when will this be made available? I'm looking forward to using the backpacks for TAC life support. You still didn't get a grip of TaranisElsu? The experiment storage is really fancy as well and the standardized racks and their compartments are mouth watering. It looks rather ready to make available to the players even even you aren't working with another mod. This would let people put the resources they need inside the compartments for their mods.
  6. I lowered the mass considerably but I guess it wasn't enough. The KGas mod doesn't have this problem although mass is considerably bigger, I'll go ask him Gravity is too discreet in this mod, because realism was aimed. You have to change the values. Here's how it looks in your part.cfg file once you added it at the end:
  7. I'm aware, but I was hoping that some sort of adjustment of values in the part.cfg could make that possible since landing on them with landing struts is possible. There's always putting strut stat that makes it resistant to "casual" encounters without violence to every part ^^ which would avoid parts exploding except in more extreme cases. But of course this isn't an ideal solution and would be long and annoying task. It must probably be "PhysicsSignificance". This still wouldn't fix the Kerbals who set of like pipe bombs. I guess you can't modify them just like planets ... bummer :/
  8. Thanks Though the title might be off-putting ^^' Can you help me out with some of the difficulties I'm having with your mod? I have been modifying mass, resistance, rotation, but nothing does it, Kerbal lives keep on being wasted on landing at the slowest of speeds when anything else than the landing struts touch the surface. There must be something I'm missing or a flaw in my train of thought.
  9. I'm not quiet sure what you're talking about. Is it just the engines or the tanks? Is it just that they are really clip into each other (because that's done with the debug tool F12) or are you talking about the classic asparagus staging? Maybe a link would be of some use...
  10. Um, don't know for the second part but I've heard discussions over whether sub-assembly was up to date or not. Seems it isn't and the modder is nowhere to be found so here is an unofficial compatibility patch: http://forum.kerbalspaceprogram.com/showthread.php/30696-0-20-Subassembly-Loader-0-20-Compatibility-Patch. This should do the trick
  11. The probe is still functional, only it can't toggle sas, change directions, move, or change throttle, and stage, that's it, all the rest relies solely on electricity. So yes, isa map will continue to do it's work and so should kethane utilities.
  12. The command module requires a manned capsule to work. Those little kerbanauts are the ones issuing orders, and don't need communication with the base to do what is asked of them No line of sight is necessary with base, I believe, whether it is for that pod or all probes it commands.
  13. You were quiet lucky to have some kerbals up there I had equipped satellites all over the place and had to go the dear old persistence file to open one antenna up to reestablish com. If anyone else can't find an in game solution to that, here's a link to how i did it -> http://forum.kerbalspaceprogram.com/showthread.php/32138-Problem-with-Compatibility-patch-for-Remotetech
  14. Yes, it's called sub-assembly saver -> http://kerbalspaceprogram.com/subassembly-saver-loader/ It adds a button at the top right of the screen next to the save button and allows you to save parts that you can load on other shuttles. The thing is that the starter piece cannot be changed and everything is built from that piece. Selecting it will move your entire ship and selecting parts over or under it will grab those parts and all other parts further away than the starter part. Basically, the parts come off in the order you put them, so selecting parts underneath the part you want to keep will preserve that part while taking of parts attached to it in the order they were added. Will only stay, the parts closer to the starter piece.
  15. Loved it from the start and it's still at the top of my mod list but i am wondering if a "lite" version could be made in order to avoid lag. Isn't it the delay of the signal that causes that lag? Simply drawing a line between the satellites would be sufficient. Won't it work if it considered the simple condition to be "connected" to be functional without actually transferring the orders? I don't know much about what takes the most resources but it seems to do a lot of calculations that aren't absolutely necessary to the mod even if it is more realistic...
  16. Tried creating my own. Smaller and in one piece only. Largely inspired by this one of course (thanks by the way). It's far from an exact replica (it's not my aim). Stock except for nuclear engines that come with Kosmos add-on. Those engines have exactly the same stats except they weigh x4 more and are much larger for esthetics. (Pictures might be a bit small to see)
  17. Very nice mission. Pics and descriptions are nice as well.
  18. Looks fantastic! I downloaded it and will use it as an example to create my first mothership, thanks, you did a great job
  19. Sorry to all Jeb fans (I love that little green piece of wits too) he is set by the game as: brave = 0.5 dumb = 0.5 badS = True The "badS" part is for "bad-ass" ^^' Means he isn't easily scared by explosions. He is the only one marked as true I hope I haven't created a disillusioned angry mob ^^' As they say, "ignorance is bliss"
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