Jump to content

inigma

Members
  • Posts

    3,315
  • Joined

  • Last visited

Everything posted by inigma

  1. GAP 1.1 will recognize any aircraft with an intake or engine that has a built in intake, so yes. I am doing the final balance pass on GAP 1.1 and a few other tweaks. GAP 1.1 should be out this week sometime.
  2. I duplicated this and have fixed this for all passenger contracts in GAP 1.1. It was a douzy of a fix. This is because the vessel check was NOT looking to see what passengers are loaded before defining the vessel used for the contract. I've moved that parameter check under the contract's vessel definition so only that vessel with those passengers are counted for that contract.
  3. What contracts are active? Missing parts mean parts are not loaded in KSP. Do you have any part mods installed?
  4. Done! Enhancement: Gather Opt-In Statistics on Currently Installed Mods on CKAN Startup to Provide List of Most Popular Mods by Retention (not by Downloads) #1566
  5. I fixed the SSI-Start contract to list all parts required, and to require all parts that SSI gives you. Here's an example car:
  6. Finally got around to adding a starter TourBus contract... to make about 1000 funds, 1 science, and 1 rep point - for when you're really broke and need a job to restart your program. Hopefully in future versions it will be funds aware. Players will be required to pick up passengers for the Airlines Flight 5 contract so this bus will come in handy then... hence its relevancy for GAP.
  7. Let me know if you can reproduce it. I've raised https://github.com/inigmatus/GAP/issues/158 to address this. Feel free to comment here or there. I found a better place for Jebediah's Tool Shed.
  8. I put the shed in a more permanent place.
  9. Just checking in to see when CC 1.9.4 might be released.
  10. GAP 1.1 almost done. Credits: Barn inspired by Speeding Mullet (sorry bro, but CC just wouldn't load your version due to special requirements that took me hours to figure out tonight. Once I did, I went for bigger. Then had to figure out how to actually build a stable biplane. And then barnstorm it.) Developing stuff can be so much FUN.
  11. I could see it as an opt-in statistics request upon CKAN install informing the player that it's to gather statistics on the most popular mods that players use. I know DMP did something similar. KSP does too. Thoughts?
  12. thanks for the shout out. wasn't expecting it. I have an even better Flyer and more accurate looking... as I have this itch to really make another cinematic... it's been a while.
  13. That's about the silliest trolling post I've seen on these forums in a long while. I'm not even going to respond. Oh wait, I already have. doh. i've been baited. Please refrain from making these kinds of comments of yours in this thread. I'm not implying anything than asking a simple question, voicing what i think the answer is, and asking for others to input their theories.
  14. I clarified the poll. The question was still relevant though: what should it be - based on the tech given so far. Not what one would like it to be. But since that last bit was not clear, I removed it since most votes are for the current state, not what people want it to be. not necessarily. it does inform modders, but it is asked in General since it applies equally to stock and really has nothing to do with modding as a pure and basic question.
  15. CKAN creators, what do you think of providing a statistic on what the currently active mods are that people have in their current installations? I'm not looking for a download statistic - kerbalstuff can provide that. What I'm looking for is a statistic on what mods people actually currently have remaining in their CKAN mod list on any given day, like today (since even a popularly downloaded mod could be just as popularly uninstalled quickly and never used again). Everytime CKAN is opened could you have CKAN transmit to a CKAN server the mods currently seen (giving an indication of what mods a player still had in their CKAN mod docket before they previously closed down and thus "kept"). And I wonder if you can use this data and publish it as a top 50 "kept" mods that players can see either in CKAN directly, or on a website. Furthermore, I was wondering if the statistic would take into account the most popupar "mod families" - what groups of mods are most usually being played by players now? Perhaps a list of mods ranked by how popular they are installed along with other mods. Thoughts?
  16. Somehow I've become obsessed with thinking about early career starts. The current state of the stock game has you doing rocket contracts. Great, but they feel rushed. You could make a science car, but really? A science car? There must be a better way to get the game rolling on the first day. Essentially the game boils down to the three fundamental expendenable rewards: funds, science, and crew experience. I'm not so sure reputation can be looked at as a resource but more of a liquid trophy case. I think there needs to be a repeatable, predictable way to earn these three things in the early career game. The easiest way to implement such would be contracts. But to know what contracts to build, I've asked this question:
  17. What if they were to simply allow spawning into Command Seats, make it a starting tech, and moved the current Command Module to a later point in the tree, and give us just a basic wheel. What year would it be then? This is why I picked 1900-1910. These two simple changes to the starting techs would easily have the rest of the tech tree make more sense I think. I think it's just that durned Command Module messing with most people's minds on the matter. Switch out the Command Module with the Command Seat... and you have 1906.
  18. Then can you answer the second part of the question? What should the year be equivalent to? Then can you answer the second part of the question? What should the year be equivalent to?
  19. Taking into account the stock starting tech, available milestones and contract rewards, what do you think is the human year equivalent to stock KSP Career Year 0? A number of us contract and tech tree developers want to know your opinion! Personally, I think it's 1906, as aviation has not been researched yet. The command module can be reasoned away as a car chassis. The SRB can be reasoned as just an advanced firework. Now if Squad were to simply allow spawning into Command Seats, make it a starting tech, and moved the current Command Module to a later point in the tree, and give us just a basic wheel, I think this argument would be made even clearer. These two simple changes to the starting techs (making the Command Seat and a small wheel starter techs) would easily have the rest of the tech tree make more sense I think. I think it's just that durned Command Module messing with most people's minds on the matter. Switch out the Command Module with the Command Seat... and you have 1906, which is what i think it should be given the data, what with aviation tech yet to be researched being the primary give away. This is why I include CommandSeat and wheels as starter techs in my Contract Pack: Giving Aircraft a Purpose (link in sig). A very simple change if Squad were to implement it, as it would easily clarify the timeframe at Career start.
×
×
  • Create New...