FoolishBalloon
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I'd love the option to have "folders" or "tags" you can assign mission to. I find that my tracking stations quickly gets clogged, especially since the CommNet was added and I have multiple communication satellites around the same body. I think it'd be a fairly quick addition that would improve the QOL a lot for large save files. How I picture this: Either in the same window you rename vessels, or in a new interface in either tracking station or whilst controlling the vessel, you're able to give the vessel a tag. Then you can have a scroll-list in the tracking station where you can check a box on each tag you want to display in the tracking station. Similar to the existing "type" icons, but as an additional layer. Say I have my mun missions consisting of multiple unmanned probes, a couple surface bases with some rovers. I'd tag all of them "Verne" (gotta honor Jules Verne for his "rocket ), and then have the ability to filter all of those away from the tracking station whilst I focus on colonizing Duna. Another approach would be to have the ability to add "folders" in the tracking station list, and drag and drop vessels into those folders, and simply being able to click on a folder to open it, displaying all vessel names in the list. This wouldn't hide their icons from the map view, but instead make it easier finding a specific vessel that you might need to re-position for a contract or something. Basically, the problem I'm having is with the list on vessel names being difficult to sort in a good manner. I don't mind the world being cluttered with a lot of vessel icons too much though. Above are my two suggestions to solving this, but there are maybe better aproaches to this. Keep being awesome, I've been enjoying KSP for over 6 years now!!
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DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
FoolishBalloon replied to godarklight's topic in KSP1 Mod Releases
I might just be retarded, but when I generated a new ModControl.txt (for the new parts, I don't have any other mods than DMP installed), it somehow didn't recognize the new "Flea" booster. As its a private server, I just disabled ModControl for now, but it might be worth looking into, if all new parts aren't working. I have a question though: Is there a way to make crew "unavailable" in the way that you actually have to hire them from the astronaut complex in career? New crew is supposed to cost funds, but I currently have a LOT of kerbals ready to be assigned (completely new server) -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
FoolishBalloon replied to godarklight's topic in KSP1 Mod Releases
Thanks! You rock, didn't expect you to do it that quickly! -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
FoolishBalloon replied to godarklight's topic in KSP1 Mod Releases
Any ETA for when DMP will be available for 1.0? Can't wait to mine asteroids with my buddies! -
I really like challenges and even just simple to-do lists in KSP, and I couldn't find any longer/good ones, so I decided to make one myself! What I will do is make a new Space Program and then make sure to do all those challenges in the correct order, and guys, feel free to post suggestions on challenges in the comment section! So some rules I would use, of course you guys don't have to: 1. Make all flights manned so flags can be planted wherever you land. 2. Try to not kill too many Kerbals or destroy too many ships. 3. Try to not overkill the easier challenges, like building a huge asparagus ship to get a small thing into Low Kerbin Orbit, be money-efficient! 4. This is totally optional, just saying what I will do, I will name all flags after the challenge I accomplished, like Challenge 1 and then write in the description both the challenge, the progress and which Kerbal who finished it. So that's the rules I would follow when I do this. So, for the challenges, I will try to make them harder and harder the further down they get: Challenges: Get an object into sub-orbit and land it successfully on land. Get an object into orbit and then bring it down again without having it explode. Get an object to a million meters height and back to Kerbin again. Send a manned vessel into a Mun encounter so the Kerbals can see the Mun from close range before slingshoting back to Kerbin. Have some kerbals get into an orbit around the Mun and then manage to successfully land at Kerbin again. Land some green men on the Mun, make the walk around a bit and then safely return them to Kerbin. Get into Minmus orbit and back. Land on Minmus and then safely land on Kerbin. Start building a space station consisting of at least 6 different modules, each launched separately from the others (Some ideas for the modules: Habitation, Power, Communications, Science, Refueling, Ion-Probe carrier, and Escape Pods) Remember to put on parachutes, as the station might have to be brought down to Kerbin later on! Land a rover on the Mun and drive it around for some time, then get the Kerbals back to Kerbin again! (Hardcore version: Get the rover back too) Land a rover on Minmus and bring the Kerbals back to Kerbin again! (Hardcore version: Get the rover back too) Make a ship first get into Mun orbit, then slingshot to Minmus and land there before it can travel back to Kerbin. Land on both the Mun and Minmus with the same lander. Then get it back to Kerbin (Hardcore Version: Bring a rover and use it on both the landings!) Start making a Mun base by landing at least 4 different ships within 250 meters from each other. (Ideas for the different modules: Habitation, Communication tower, Rover, Escape Pods, Kethane Mining Unit (Only if Kethane Mod is installed), Science lab) Build a Space Station in orbit around the Mun, consisting of at least 4 modules. They can be the same that was used for the Kerbin Station. Land at Kerbal Control Center from space. Find at least one anomality/Easter egg on the Mun. Break out of Kerbins Sphere of Influence, travel a lap around the Sol and land on Kerbin again. Build a Minmus Base consisting of at least 4 modules, they can be the same as the Mun base. Build a smaller station around Minmus for refueling, it has to consist of at least 3 modules, where one has to be a refueling module with a minimum of a full Rockmax 64 (orange) tank Land on the Mun, then land on Minmus and land on the Mun again before you return to land on Kerbin. Try to land as close to Kerbal Space Center as possibly. Get into a Duna encounter, and then return to Kerbin. Enter a Duna orbit and return to Kerbin. Land on Ike and return to Kerbin. Land on Duna and go back to Kerbin! Get a rover to Duna and drive around. (Hardcore version: Get the rover back too) Land on Duna, then Ike, then go back to Kerbin. Land on the Mun, then Minmus, then Ike, then Duna, then Ike, then Minmus, then Mun and lastly go back to Kerbin. (Hardcore Version: Bring a rover with you on all celestial bodies!) I will add more when I have time! Feel free to post ideas of challenges and if you decide to do this, I would love to see screenshots of your progresses!