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inigma

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Everything posted by inigma

  1. Funny. High Quality Fight here. Close one too. I liked the battles between these two so much that I gave it an extra round just to see if my suspicions were correct - these guys are fairly evenly matched. If you watch any ASC III match this month, watch this one! It's funny too.
  2. Yes. @nightingale graciously processed that enhancement to CC a while back. updated OP with links and draft layout for expansion.
  3. You can. GAP pioneers the concept. Offers a part for funds. Accept, and its yours. Contract complete.
  4. SSI contracts are the initial membership and part contracts for the GAP contract pack. It's a shoutout to the old Shuttlecraft Systems Inc. builders thread that I retired after the forum upgrade. The contracts are basic - requiring you to pay for membership (one time fee) in order to gain access to GAP contracts. It also provides discounted prototype parts for use (for a fee of course) to help kickstart bus and airplane programs without the need for a new tech tree. See link to the GAP contract pack in my sig. They will at the end... such as launching the space shuttle. As I flesh out the contract pack it should incorporate additional part testing and other world first contract type contracts. Yup. Accepting SSI prototype contracts (and paying for the part) will unlock the part and make it available to you immediately. No other parts are touch, and no nodes are unlocked. The accepted prototype part simply remains "experimental" until you research it as part of a later node (at which point the "experimental" flag flips to normal).
  5. Yes it unlocks basic parts for small carts and basic planes. I have a dev version of GAP im testing that splits out the parts into single contracts each rather than bundles. I also run into a ksp bug though that when i research a node containing the prototype part that i have to repurchase the part. I am also testing using KCT and wow... waiting for stuff to get built or researched simply adds to your coffers due to the daily pay you get for your rep. Makes waiting for stuff fun and rewarding like in real life. Ill add to op the additional mods I am using soon.
  6. Updated OP. Adding my Sounding Rockets contract pack. Great with USI Sounding Rockets, and nice side income and extra early science gathering. After much testing, removed KerbinSideGAP for now... it's not keyed to GAP's success program yet, so it feels out of place in the contract offerings. I'll see if I can work with the dev to have it aware of GAP's progress contract for planes (island landing) before opening up air service opportunities elsewhere. Strategia's Pilot Focus and Where No Kerbal Has Gone Before strategies play well into this game play. I find though that I have to work a bit to jump from early planes to the 45 science point (450k) Aircraft tech node to get access to jets. I am forced to spend money upgrading SPH and the airfield so I can make larger propeller planes to accomplish the early GAP missions and thus make money or fly longer distances to gather science for cash - and this is beautiful!
  7. I can do matches Thursday night. Until then, any host is welcome to take up the next one. no turrets. hmmm. forgot to add to op. doing now. not this series, no. we're sponsored by KAX, so to KAX we advertise for. j/k on the sponsorship, but really KAX props only. now that's inventive if we're looking for speed reductions. but this is props only though. props to those who figured that out. could be July. At this rate... probably August. if you have a better OP, you know me. post your draft and ill look at it.
  8. Just wanting a simple modlet that allows a player to hit Shift+W to enable cruise control, and Shift+W to disable cruise control. Great for walking, and rovers.
  9. Can you make it so that every time you click on the Launch button in SPH or VAB that you get prompted if you want to run it as a simulation? Or is this already a setting I'm missing?
  10. I fixed it! Simply redefined the craft after launch to just the avionics package. Allows for parts to fall off including the boosters. New version to be released momentarily. Also I've figured out why some boosters fall off and some don't. If USI motors are rooted, they don't decouple. If they aren't rooted, they decouple. I've reported it as a bug to @RoverDude Contract Pack: Sounding Rockets 1.0.3 inigmatus released this 2 minutes ago Requires Contract Configurator 1.12.1 or higher fromhttps://github.com/jrossignol/ContractConfigurator/releases Requires USI Sounding Rockets: https://github.com/BobPalmer/SoundingRockets/releases Total Career Contracts Available: 6 contracts will now complete when USI sounding rocket motors are not the root part. Downloads 51.3 KBContractPackSoundingRockets.1.0.3.zip Source code (zip) Source code (tar.gz)
  11. Bug discovered: when setting a solid rocket motor as root, it does not detach. When setting some other part as root, the solid rocket motor detaches. Tested the SRM-S. Not sure if others affected.
  12. Hey jrod, you should install Texture Replacer which automatically takes those helmets off of the Kerbals in low altitude flight. Great recording! I think at one point in one of the rounds, guns stopped firing. BDA bug for sure, but the two rounds were conclusive enough to show that your planes were more stable in flight and thus more accurate at range, even when the bug was recovered from.
  13. There was by @SpaceTiger http://mods.curse.com/ksp-mods/kerbal/230198-kerbalscienceexchange but its not updated for 1.1.2.
  14. Career Improvement Suggestion: - Allow conversion of up to all funds to science and vice versa with an in-game GUI (not strategy) right from the beginning. - Allow players to purchase science for funds to acquire the necessary science when unlocking a node if they are at a deficit. - Make any conversion fee tied to the player's reputation. - Allow an option to allow players to get paid daily Kerbal funds (such as 10 funds) per 1 reputation point they have.
  15. Well, this tedious method of doing so is why I'm requesting someone with mod experience to come up with a simple GUI that does this.
  16. I would love to see this this mod split into these functions: 1. KSPCasherRep (10 funds per rep point, daily). 2. KSPCasher (presents a simple GUI to convert science to funds, and funds to science) 3. KSPCasherFee (adds to KSPCasher the ability to charge a fee set by the player dependent on current reputation that is set by the player) 4. KSPCasherTech (allows a player who is lacking the science to acquire a certain node, to purchase on the fly the required science using the rates set in KSPCasher) Thoughts?
  17. I'm still desperate for a simple science to funds converter and back again. 1 science to 1000 funds, with 10% conversion fee all values modifiable in config file. Enhancements: 1. would be nice if one doesn't have enough science, for the mod to ask you if you want to use funds to convert enough science points to acquire (and would tell you how much) 2. reputation would determine conversion rate with maxed positive reputation reducing rate to 1% and max negative reputation reducing it to 99% rate. 3. like the KSP-Casher mod by @astat would also give players a daily Kerbal budget of 10 funds per reputation point. 4. that all values above would be modifiable via a config file.
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