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codepoet

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Everything posted by codepoet

  1. This looks awesome, and is much like some of the ideas that have been discussed on the kerbal social thread. May I suggest that you consider adding support for Connected Living Space so that the way relationships between kerbals develop depends to an extent on if they are sharing a living space or not - This would create a link between the social dynamics gameplay that you are adding and ship design. I would be more thank happy to provide you with support to so this.
  2. Yes I have noticed KerbalStats. Before that I encouraged Ippo to make progress with CrewFiles in order to make it useable for other mods. But then Squad started enhancing kerbals, so I wanted to let it all settle down rather than to start using a system that was going to be in conflict with other mods.
  3. I have not looked at this for a while. There are a few reasons why. I wrote on this thread some of the problem that have cause me to stop working on it. In particular I have been waiting to see what emerges in terms of a standard in mods for adding attributes to kerbals - especially as squad were working on this area. Another big problem is what happens when a kerbal looses their sanity? What is a consequence that affects the mission but is not as dramtic as the either kill themselves or do not? How can a crackers kerbals performs badly and so negatively influence the mission?
  4. I have ummmmed and arrrrrred over the idea of sanity mods, and there is a thread I started with some of my ideas. The problems I have run into are: How to stop it being another "add this part to win" mod. So the risk is that your mod introduces a new gameplay problem that is solved by adding a part. It turns out that this does not make the game more fun - it just increases the size of your booster. What to do when kerbals loose their sanity? They could top themselves - but then this is the same as them dying because they ran out of food or oxygen. If they just dies when they run out of "sanity" then you might as well use a life support mod with a new resource called "sanity". It turns out that this will not make it much more fun either. How do kerbal characteristics affect their sanity? I played around with this in my KerbalSocial idea, but it turns out that there is just a level of sanity that the kerbal tends-towards and then flat lines. It turns out that this is not much fun because the level is either acceptable or not in which case you either win or loose. Where is the gameplay challenge? The alternative to sanity levels tending towards a level in a given situation is that that increase or decrease over time. If this is the case then decreasing sanity puts you back in the situation where you have got x days to complete you mission before you kerbal tops himself. Where is the fun in that? - It just limits which bodies you can reach. Another problem is how to get sanity to respond to events? It would be nice if kerbals freaked out if they thought they did not have delta-v to get home, but how to implement this? How does it work with complex missions, resupplies, ISRU etc? Another thought - is sanity related to physical space inside the pod? This interests me as it would relate to another mod of mine - ConnectedLivingSpace, however the problem does just boil down to another "add this part to win" game dynamic which is nothing new - - - Updated - - - just to add a few more to your list: Seniority / rank? Chain of command - who is the commander etc?
  5. That is helpful, thanks for letting me know. Could you let me know where I can get access to the whole log file? It would also be helpful to have a list of mods installed on your system and step-by-step instructions for recreating the problem if possible. Thanks.
  6. v0.1.1 released: * Added display/hide target marker to the UI * Added 2 save slots to the UI
  7. Message is probably some debugging that has been left in. Sorry. I will have it removed for the next release.
  8. Yep, I prefer it if configs for CLS go with the mod rather than CLS, that way they can be maintained more easily. However if the author refuses to maintain a set of CLS config, then I am happy to ship it with CLS instead.
  9. There is an option to "Maintain Balance", as well as a one time balance option. To be honnest I can't remember what I called them - but they are both there if you right click on the part.
  10. I believe that I am seeing a problem related to RF. I have a realism overhaul install with RSS, real fuels etc. (I will get details). In particular various aspects of the GUI cease to function when I use radially mounted detachment devices to hold side tanks, and then start changing the fuels in those side tanks. I know that is a bit value and unhelpful - I have started trying to create simple cases that reproduce my problems, and will add more details to this post as I go. In the meantime... I believe that I am on Real Fuels 0.8.4 here is the mod version info from AVC: KSP: 0.90 (Win32) - Unity: 4.5.5f1 - OS: Windows 8.1 (6.3.9600) 64bit Filter Extensions - 1.17 Contract Configurator - 0.6.6 Contract Pack: RemoteTech - 1.0.2 Contracts Window Plus - 1.0.3.4 Ferram Aerospace Research - 0.14.6 Kerbal Joint Reinforcement - 3.1.1 KSP-AVC Plugin - 1.1.5 Docking Port Alignment Indicator - 5.1 Procedural Parts - 1.0.2 RealChute - 1.2.6.3 RealismOverhaul - 7.0.7 RealSolarSystem - 8.5 RemoteTech - 1.6.3 TextureReplacer - 2.2.5 Kerbal Alarm Clock - 3.2.3 and here is an exception that is being logged a lot: RF GUITanks exception System.ArgumentException: Getting control 1's position in a group with only 1 controls when doing Repaint Aborting at UnityEngine.GUILayoutGroup.GetNext () [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.DoGetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayoutUtility.GetRect (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.DoLabel (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout.Label (System.String text, UnityEngine.GUILayoutOption[] options) [0x00000] in <filename unknown>:0 at RealFuels.ModuleFuelTanks.GUITanks () [0x00000] in <filename unknown>:0 I will try to get more info, however I would be grateful for any steers as to which information would be helpful.
  11. version 0.1 release. - - - Updated - - - So I have finally got around to rebuilding this for KSP0.90. I have added a simple UI that has button to move the CoM target around manually. You can also rename balancers if you have more than one. I now need a few ideas and suggestions as to which direction to go with this mod. I would like to: 1) be able to save multiple CoM target locations. 2) rework the actual balancing code to prioritise maintaining balance along a particular axis. Any other suggestions?
  12. I have a problem with the GUI for my mod. When I click on a button the click also interferes with whatever is behind the button. This is very annoying. How can I stop this. I imagine it might have something to do with event.current.use() but I am not sure I understand the event model well enough to know what to do with it. Can someone please explain?
  13. This is interesting. So I could use it for a potential sanity mod to make it much easier for kerbals to slowly loose their minds while the player is busy trying to launch another satellite to join the comnet?
  14. I just got the livestream notification for this launch tomorrow. I am so excited about this that I would not be surprised if a little bit of wee comes out
  15. Good effort Joe. You are a real trooper, and have put loads of work into this release. Congratulations.
  16. Thanks for your work Joe. Sunday is always a bit full-on for me, but I will take a look in the next few days, and discuss wth you on email if we need to co-ordinate a release of both mods.
  17. Just wanting to chip in, as I was directed towards this from the Kerbal Social page. I would love to develop Kerbal Social further, but just do not really have the time In particular Kerbal Social came out of a desire to find and alternative use for ConnectedLivingSpace other than moving crew around, so from that point of view it may not be an immediate fit for the ideas here. A word of caution with regard to sanity mods - you need to be careful to avoid introducing a game dynamic that was a problem with life support mods - ie "add the part to win". It is possible to end up creating a new problem that can simply be solved by adding a new part to the craft. That does not end up being much fun to play. To avoid this you need some other game dynamic. Good luck with all this, I will be interested to see how it develops.
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