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theonegalen

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Everything posted by theonegalen

  1. Angel, you are a saint of KSP. Thank you for all the work you put in to your Wild Blue suite.
  2. If you are still looking for more detailed information, your stall speed and such, there is a mod for stock called Kerbal Wind Tunnel. It is excellent. CorrectCoL also gives stability derivatives.
  3. @Beetlecat If you have any success improving the splashdown slowdown, let me know. I am interested.
  4. My patches should be ready tonight. I'll send them to you on Google Drive either tonight or tomorrow, depending on how the internet is at my house tonight.
  5. Hey, that's pretty good.
  6. @Svm420 They aren't perfect, but they work ok. A pox on ksp's floating point positioning errors.
  7. I would use the upgrade system to fix #1. Set the heat tolerance for the pod to about 450K and it'll burn up on every reentry. Then use the upgrade system to change the value back to normal once the actual orbital pods are unlocked. Maybe in Reentry Pods 1.
  8. Awesome. I expect to be able to finish up the files this weekend at the latest.
  9. I agree with that. I I feel like the upgrade levels in the VAB is a good gameplay abstraction of being able to make more complicated crafts and control systems. But you've already said you'll make that optional, so I can agree to disagree. That would also work. I just did a simple find and replace of all the :AFTER[ with :BEFORE[ and that seems to work. Your version should also work, but seems a lot more effort to me.
  10. @pizzaoverhead I am only able to access internet on my mobile, and there's no way to download a file from curseforge on mobile. At least that I can find.
  11. That really depends on which mod was the problem. :BEFORE[zzz etc would work for me. It would most likely still be after whatever mod is causing the problem, but allow me to use the :AFTER. I do like the other changes in 0.9 / 0.9.1. Good tweaks there. I am against the swapping of the VAB/SPH costs with the launchpad/runway costs. It costs a lot more to build a new building than it does to pour a bunch of concrete. I also think that the higher costs are good for gameplay because they give players something they have to save up for. Getting everything upgraded that needs to be upgraded hasn't been a problem for me at all.
  12. @SpinkAkron, why did you change the stock parts config to use :AFTER[zzzUnkerballedStart] in the new version? That makes it difficult to have the stock parts move depending on what aero mods are installed.
  13. @BlackHat, the categories work just fine if you use CCK and tags. I have a couple of files that do that since I don't usually use AJE. I haven't distributed it because I'm using @Citizen247's art assets instead of making my own.
  14. Well, I had some stuff typed up, but then I accidentally deleted it all , so I'll just say I like it.
  15. If it does turn out to be easy to implement, would you consider looking into extending the upgrade system so that you can upgrade ivas, or upgrade parts to have additional variants? I haven't been able to think of a good way to keep ivas tied to the tech tree. Anyway, if it doesn't work out, we do always have KSPF, assuming a Electrocutor hasn't disappeared for good.
  16. A TRIUMPHANT RETURN! Wow, @pizzaoverhead, I thought we had seen the last of you long ago! This is fantastic and amazing, and I'm so happy right now. EDIT: CurseForge is giving a "NOT FOUND" message when I click the link above.
  17. All right, I'm working on the newest version now. I like your changes to the Squad aerodynamic part placement so far. Playing with 50% science return is working pretty well. All the other difficulty sliders are on normal. With the new changes, I actually find that a lot of the things I did to move stuff around when Aero mods were installed are no longer necessary. Also, your Taerobee config is one to one what mine was, so that makes me happy.
  18. Glad to see you back! SNS is one of my favorite work-in-progress mods. It is one of those things that I might never have thought of, but once I heard of the concept, it seems so essential to an immersive and living Kerbin, just like Chatterer. Although custom profile pictures in the shouts would be pretty neat, I feel like it would be really hard to design and implement enough variations to keep them from being repetitive. Chirper in Cities: Skylines doesn't use profile pictures for this reason, IIRC. You could get around it with some kind of random variation of different variables like hairstyle, skin tone, jewelry, and clothing, but that might get players thinking about how their kerbals don't have any of those variations. Alternatively, you could have it just select randomly from the different flags people have installed, but I don't much like that solution either.
  19. Due to work and other obligations, I haven't been able to work on the patches since I made my last post. Also, I haven't touched much of the stock aero parts, except to add the Wings nodes and move the parts around depending on which mods are installed. I won't be able to work on them until Monday or Tuesday. I'm away from my computer until tomorrow night CST, and I have a month and a half's worth of lesson plans to write before Monday morning.
  20. Yep, I'm still working on it. I have a lot of things on my list, and I kind of work on them as I get inspired to in order to avoid burnout. Also, my band is playing another concert next week, so I am doing a lot of practice right now. But it is still certainly planned. :-)
  21. Sort of. The current IVA model here is quite different from the one in APP, so some things might not line up properly. In UBM Extended, I have a mm script that just removes the Taerobee part if APP is installed, and puts them all in the same tech node. I've also rebalanced the tanks recently, and can throw that MM patch up here soon.
  22. Yeah, my play style is pretty grindy in the early game, especially with regards to science. It forces me to reuse the same designs and parts for multiple missions, and I like that. I know other people like to Blitz to the end of the tech tree as quickly as possible though, and that's fine for them. Edit: made a lot of progress tonight. Preliminary configs for the mods I listed above are in the game, and appear to be working.
  23. @SpinkAkron The first thing I did was move most of the wings to separate wings nodes, similar to how you have structures nodes in the early tree. Past tier 5, additional wing parts go into the aerodynamics branch. I'm doing the Aero branches with a lot of conditional statements, so the parts' placement in the tech tree will dynamically change depending on what mods are installed. Through this, I hope to maintain a balanced and enjoyable playthrough for everyone, no matter how much attention and time they wish to put into the airplane side of the game, as indicated by which mods they use. Playing through the game, I feel like tech costs should be much higher in general. Why did you lower tech costs compared to the stock game?
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