Jump to content

theonegalen

Members
  • Posts

    1,764
  • Joined

  • Last visited

Everything posted by theonegalen

  1. I'd like to point out that you've made this point multiple times already, in multiple different threads.
  2. 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.
  3. Oh sweet! Is there any plan to include a DSEV config for this?
  4. You know, I got so used to RemoteTech, that I thought this was stock, somehow. I think I'd like to leave the complex sat constellations behind, so I'm going to use this as a slightly less-rigorous alternative, and as what should be stock behavior.
  5. Roverdude, author of the heatshield .cfgs, has confirmed via Skype on DasValdez's stream tonight that this was a mistake on his part and it will be fixed in the next release. No word on when that will be.
  6. 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+.
  7. woohoo, good news all around! Great to see you again, AlphaAsh and Eskandare!
  8. whole tree is visible from the start.
  9. 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.
  10. Does this work with all versions of the VAB/SPH, or just the final ones?
  11. That looks really amazing! My only worry is in regards to CPU usage when KSP is so locked down in CPU already. :-/
  12. I made my own Sovereign Sisters flag back when I first started with KSP. Ah, memories. This looks like an interesting mod, also.
  13. Dang. I suppose I'll have to install a cut-down version of B9, then.
  14. 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.
  15. 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.
  16. Whoa, Raven, what lander can and capsule are those?
×
×
  • Create New...