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johnnyboy76

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Everything posted by johnnyboy76

  1. Personally? I think this mod is good in theory, but terrible in reality. Stop that annoying compatibility window the hundredth time you've started ksp? Good. Increase almost every modder's support problems by disabling a safety feature they put in specifically so that users know that it probably won't work? Bad. As was stated earlier, it's like shutting off a warning light on an air plane. Take Treeloader, for example - I ignored the warning message and tried it regardless, to see if I could play around any broken features. Not a chance - it screwed up too much. If someone's compatibility window is disabled before that mod is added, they won't know - and the problem is that many people are too lazy to remove this plugin and check what's incompatible. Instead, they immediately start begging for help, and take away time for helping people with legitimate issues, and who have followed even the most basic of troubleshooting instructions. There are a heck of a lot of stupid people out there. Take, for example, my sister's coworker - she took the entire months birth control pill's in one day. That kind of idiocy is rampant on the internet moreso than in everyday life, and removing a safety feature specifically aimed at mitigating it doesn't help AT ALL. -Opinion of a lurker
  2. Of course - but it does nothing for multi hundred part ships under 1 gee of thrust.
  3. Had a thought a week or two ago - it would be nice to disable physics for large sections of stations, to make them rigid, less laggy, and get rid of that horrible wobble to oblivion bug. Just select a few parts, and it removes collision physics and all the laggy or buggy stuff, and just forces the part(s) to have rigid and unbreakable joints. It would have some serious balance issues for launchers and such, but for stations or large, interplanetary ships it would be a GODSEND.
  4. Okay, I attempted to change the normal RSS cfg into a 1/10 scale by using the old 1/10 scale cfg numbers - can you guys see if I screwed anything up? Please? https://www.dropbox.com/s/oadp3l0sdaxgpvq/RealSolarSystem.cfg
  5. I'm not trying to use him as a measuring stick - it's just that it's POSSIBLE to finish the tree in 2 flights. That's part of the issue I have with the current science system. It's so easy to finish out the tech tree... Ideally, I think each part should be individually researched, through different research branches. Maybe reputation could also give you a scientist hire list, with different scientist specializing in different types of parts.
  6. Dang. I searched around a bit, but I must've not used the right terms... but no, that's not all I'm suggesting. I mean that science gathered in a mission is seperate from R&D - It makes no sense to have a bit of dirt grabbed from minmus be able to be used to get rocket parts. I'd like it to be possible to fill up the tech tree (Slowly) by contracts alone, I'd actually like them to be a massive factor in general for R&D. As it is, funds are incredibly easy to get,and as Scott Manely demonstrated, it is possible to fill up the tech tree in .24 in 2 flights.It's a bit different from just a simple exchange between rep, science, and currency. (edit) Thank you, m3tal, you said that much better than I was able to.
  7. The science system, ever since it was first introduced, never sat right with me. Every time I've completed the tech tree in various versions, with various mods, it's just never clicked as a fun game mechanic. I started thinking on this earlier today, and realized why - it just doesn't make any SENSE! Instead of bits and pieces of dirt somehow being able to help develop rocket parts, currency could be used for R&D Points, with it being expensive to develop new parts. Science could be sold for a large amount of currency to various groups, increasing your overall reputation, or "released" publicly for a large reputation boost. This of course means you could develop your space program purely via contracts - meaning you are effectively a private space program. Another improvement that could be made is reputation affecting the quality of your scientists - More gifted individuals being willing to work in the rather explosive environment of the KSC. This could make tech nodes cost less, or maybe all gathered science gets a small multiplier on return, depending on your scientist quality. Post your ideas! (edit) Lurkers unite!
  8. For some reason, this mod breaks Simple Part Organizer, which I just can't play without... It does exactly what the screenshot shows - the mods selection menu doesn't pop up. Here is the KSP log-> https://www.dropbox.com/s/te3bck4qpnjecqv/KSP.log Oh, and I declare myself former king of the lurkers. (Edit) https://www.dropbox.com/s/d76hianw453plsb/output_log.txt
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