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jlcarneiro

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Everything posted by jlcarneiro

  1. I've installed version 1.4 (just unzipped the file over Gamedata) but no planets are shown. I use Linux 64-bit and 1.3 worked fine...
  2. Last night I had a problem with some satellites (the reaction wheel was too powerful for the satellite size and I could not reduce torque) and had another idea for engineers: what about high level engineers being able to tweak some things on the ships after launch? Something like a limited Tweakable Everything after launching...
  3. WOW! I don't know the means to code this, but just the idea is awesome! That should one "helluva" programming! Congratulations (and thanks again)!
  4. Any news on this mod? ----- edit ----- I know I'm late to bring this up, but don't you think 50 snacks per commanding pod is a bit too much? That would give an autonomy of a hundred kerbal days, almost a month of earth-days. Shouldn't it be enough to go to Minmus, something like 10 or 15 snacks?
  5. Hello, I've tried to download Universal Storage (also US-KAS and US-Snacks!) and the homepage (http://www.kingtiger.co.uk/) seems to have some kind of glitch: I can only access the core file. Not KAS nor Snacks zipfiles... What should I do?
  6. Ok, I agree! But, how do I stop that RSS processing window that shows up when KSP starts? Or at least make it appear only once after each upgrade. I believe it has slowed down game loading...
  7. Sorry! You lost me: what is pqs? And after all, may I delete RSS? Or better, do I have to? What is that processing and how can I avoid it to be repeated on every startup?
  8. This mod is getting better and better! Thanks! I have a doubt, though: after the last update (1.3), I think KSP is taking longer to load and shows a Real Solar System's window processing something after loaded. How can I avoid it? Is RSS absolutely required?
  9. Ah! So, at each level, a kerbonaut gets more experimented on the three areas (piloting, science and engineering) but the proficiency would be different on each area depending on the kerbonaut "major", correct? Sweet!
  10. It's a interesting thing to see your ideas being used to generate new, bigger and better ideas! At first I thought my ideas were the good enough, now, with suggestions like Heimdall5008's and KrazyKrl's, I think they were pretty crude... I think Heimdall5008's are simpler to understand, though, specially regarding scientists.
  11. Exactly! That is what I was trying to say, thanks! Another good point, and another great addition! I think plotting trajectories with drag would also qualify as a 5-star feature easily...
  12. Great! Liked that one better than my own. It gives the engineers a more especialized role than just fixing things, even if it implicates on damaging the ship. It is an emergency, after all... Understood. Pretty much like 5thHorseman and KrazyKrl did: In other words, a 4-star scientist is very experienced, he knows what piece of data matters most and could investigate the results, enhancing the parts that would be lost on transmission (like an detailed analysis of a sample, instead of a mere description). OTOH, a 5-star is so experienced, he knows that other situations like that usually holds data in a determined way and it would be interesting to investigate under that aspect. Did I make myself clear? English is not my first language, I miss some expressions...
  13. Thanks! Actually, any suggestion that make the engineers behave more like engineers than mechanics would be welcome...
  14. Hi, I really like this game and the way it is taking after "Beta than Never". And I'd like to contribute with some ideas for the top level skills. I think 4 and 5 star kerbonauts should be considered something like aces and top aces (actually, achieving these leves is, at least, uncommon)... So, the associated skills should be equally uncommon... What about something like: 4 star pilots - in addition to orienting a ship to a target or a maneuver node, would be able to initiate and end burns (quite like what RemoteTech Flight Computer does); 5 star pilots - in addition to what 4 star pilots do, would be able to execute simple maneuvers, like circulating the current orbit or coming to a relative stop to the current target (quite like what MechJeb does, in a MUCH simpler level, of course!). 4 star engineers - would be able to get more efficiency from the engines (fuel consumption or power output - quite like what Geordi La Forge would do ); 5 star engineers - would be able to delay overheating on engines. 4 star scientists - would be able to negate transmission losses; 5 star scientists - would be able to indicate when there is science to be done (quite like what the ScienceAlert does). What do you think?
  15. Like it too! But I have a different idea: what about besides automatically giving one star to all my kerbalnauts (the ones above that level would be changed) and one star beyond the current level but ONLY to the big three (Jeb, Bill and Bob)? I mean, the ones of the three who are alive automatically receive ANOTHER star (if they one, end with two, and so on). This way, it would stimulate to keep them alive...
  16. Hi, tgruetzm! Happy 2015! Is there a tool to calculate how long a trip will take? Alex's window planner only calculates from Kerbin to other planeta and moons, I'd line to depart from Kerbin, orbital Mundo, then land on Minmus and returno to Kerbin. How do I calculate how many days will it take?
  17. Hi, Stavell! Happy 2015! Is it possible to show electric charge duration like you do with LS on IFILS window? Since both are needed, maybe both should be considered on LS duration... Another thing: is there a tool to calculate how long a trip will take? Alex's window planner only calculates from Kerbin to other planeta and moons, I'd line to depart from Kerbin, orbital Mundo, then land on Minmus and returno to Kerbin. How do I calculate how many days will it take?
  18. Does this mod work with mods that alter construction like Kerbal Construction Time? What about life support mods like Interstellar Flight Inc. Life Support?
  19. Do you mean with Sounding Rockets? Because on a new career save I can't get science on a right click. At least on tier 1 (the one needing it the most)... EDIT: Nevermind, I didn't notice that was a new (1.4) version. I'll test it again...
  20. No problem: I don't have that much time to play KSP and, since I've started a new career, I'll take a long time to reach the outer planets.
  21. I've just tried this version and the effect is FANTASTIC! Congrats! I have some doubts, though: 1. whats the impact on CPU/GPU, compared with EnvMaps? 2. how do I disable it, if it's too processing heavy? EDIT: Nevermind the second question, just found it...
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