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Everything posted by theonegalen
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I'd like to point out that you've made this point multiple times already, in multiple different threads.
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I really enjoy playing the early career game, so much so that I hardly ever get out of the Kerbin-Mun-Minmus system on career before a new version of KSP comes out anymore. I'm sure if I ever got beyond that I'd enjoy that too. I want to roleplay from humble barn beginnings to Near Future Tech, telling a story of exploration and technological advancement and overcoming adversity. I play the game like a interactive version of James Michener's novel Space that then turns into Kim Stanley Robinson's Mars Trilogy. I even add extra mods to make things more difficult at the beginning, like starting with KAX piston engines and having to fly around doing a bunch of survey/weather report contracts while the rocketry division uses RoverDude's sounding rockets starting in the second node. And I really wish I could launch those sounding rockets from the Tier 0 buildings that were teased so many months ago. I'm not sure that would make anything easier or less grindy for new players, so I don't know if this rambling is helpful to you, but I agree that career mode does need something.
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Oh sweet! Is there any plan to include a DSEV config for this?
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Vorg, it's still in the game.
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I'm glad that the tech tree is quite a bit easier to mod now; I've always wanted to kind of add the end-game mods from CTT to something like the earlier nodes of the KSAEA tech tree rebalance. Do we know if it's possible to add new tech nodes with the new system, or how complex that functionality is? EDIT: Having briefly scanned the .cfg files, it doesn't seem especially difficult to add new nodes, but some sort of GUI editor would be nice instead of having to edit the cfg, save it, and start up KSP to see if the positioning is correct. So there might be a place for something like TechManager in 1.0+.
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
theonegalen replied to AlphaAsh's topic in KSP1 Mod Releases
woohoo, good news all around! Great to see you again, AlphaAsh and Eskandare!- 2,488 replies
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- launchsites
- bases
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(and 1 more)
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[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
theonegalen replied to AlphaAsh's topic in KSP1 Mod Releases
That's great news!- 872 replies
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whole tree is visible from the start.
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And Space Shuttle STS.
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
theonegalen replied to K.Yeon's topic in KSP1 Mod Releases
Gosh. That's amazing, man. I'd encourage you to take it a step at a time so you don't get burned out. That being said, it's amazing to see how ambitious you are to make something fantastic. Rep for you. -
[1.0.5] LightsOut (v0.1.5) - Day/Night Mode in VAB/SPH
theonegalen replied to nodrog6's topic in KSP1 Mod Development
Does this work with all versions of the VAB/SPH, or just the final ones? -
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
theonegalen replied to silverfox8124's topic in KSP1 Mod Development
That looks really amazing! My only worry is in regards to CPU usage when KSP is so locked down in CPU already. :-/ -
I made my own Sovereign Sisters flag back when I first started with KSP. Ah, memories. This looks like an interesting mod, also.
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[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
theonegalen replied to FreddyPhantom's topic in KSP1 Mod Development
Dang. I suppose I'll have to install a cut-down version of B9, then. -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
theonegalen replied to FreddyPhantom's topic in KSP1 Mod Development
Where are the Boeing turbofans from, Freddy? -
[WIP][.90][0.43]KSAEA Tech Tree and Game Rebalance
theonegalen replied to Pirsig's topic in KSP1 Mod Development
Pirsig, do you mind if I see if I can make a CTT-compatible version of this mod? I like where you've put everything, but I'd like to extend the late-game parts available, which CTT and the mods it's made for focus on. -
[1.1.2] Kerbal Konstructs v0.9.7.1 - Slopey Glidey
theonegalen replied to AlphaAsh's topic in KSP1 Mod Releases
The problem does not seem to occur when using KK, KCT, SR, and Kerbinside by themselves in a new install. It happens consistently in new saves with my modlist. More testing to follow. EDIT: It happens when adding the Outer Planets Mod to the fresh install of KK, KS, KCT, and SR. I'm using v1.4 of OPM, which includes the Kopernicus, KittopiaTech, and Real Solar System dlls.- 872 replies
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Whoa, Raven, what lander can and capsule are those?
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Awesome, thanks!