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majNUN

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Everything posted by majNUN

  1. How are the values for TAC-LS calculated? I'm using default settings, but this mod gives me very little in supplies compared to TAC-LS parts. Is there a way to balance the values?
  2. Considering this is not stupid_chris's original work, I'm surprised he's not willing to share it with others if he's not willing to continue in maintaining it.
  3. I would also add environmental sounds for Kerbin (Chatterer adds wind and Water Sounds adds a bit after the splash down fx). There's a mod that adds to ship sound fx if you're flying IVA as well as RSC sound fx, docking sound fx, and rover wheel fx. @pizzaoverhead has this page: I support a one-man indie game called Rodina, which has music for each planet you visit - and that adds greatly to the ambience of the game. But the bottom-line is: Why shouldn't Squad give a little more love to sound instead of us having to rely on mods? I would have assumed that it's all part of the polish of a released game.
  4. I had a look at your engine sound mod. Why have you overwritten the Squad files? Not a good move in my opinion.
  5. Thanks for your efforts @pizzaoverhead. You're already my main source for filling in the silence. Still, I think sound ought to be stock (and pretty fundamental to any game), and I'm just wondering if/when it will happen especially since a DLC is coming out.
  6. Is Squad planning to add more sounds to the game?
  7. On the contrary, many people as well as published game reviews often make a comparison to the price and number of hours a game provides, including re-playability. KSP becomes very affordable in both respects. Comparing a movie to a game is illogical - apples and oranges. For "an experience" - I think you need 2 things: love of a challenge and a community spirit. Just look through the forums and you'll see people boasting about their accomplishments. And the fact that all players face the same challenges creates a great community. It's like a small town - everyone knows Eve won't let you go (easily), and most know where to find the Kraken corpse. Everyone can appreciate your accomplishments because we're all in the Kerbal solar system and we know what it takes. I bought the game way back (0.18, I think) - back when there were no tutorials. But there are plenty of YouTube videos, and if you don't know Scott Manley, then you haven't even tried. The learning curve was difficult at times, but I did actually learn something about orbital mechanics and rocketry - as opposed to how just to beat the game. Making my first rendezvous and docking was exhilarating. We all chased science when it was released. We all did the contracts when career mode was released. We will all be building and doing missions with the DLC. And the mods provide many layers of complexity making the game as challenging as you like. But maybe it's just not your game...
  8. I bought this game in early access. I waited for it to become finished. I'm still waiting for it to become finished. But what does that mean anymore when most games are being continually patched? At this point, I'm even hoping for a sound DLC because it seems Squad forgot about that. And yeah, I'd pay more money for proper sounds in the game. KSP has a great modding community which fills in the gaps mostly. Even though a lot of modders have moved on, some of the popular mods get picked up and maintained (like I said, great modding community). And $40 is worth it considering the number of hours one can put into the game.
  9. @maja Thanks so much for the new dll! Works like a charm!
  10. You could check out this from Deimos Rast: https://github.com/deimos790/RLA_Continued
  11. I've seen many games with great modding communities - KSP is not special there. And I've seen game companies incorporate mods - by paying for them or by implementing the feature in their own way - no need to hire the modder. KSP is the only game I've seen so far where features are constantly dropped because someone left. And it's the only game I've seen where the developer hired so many modders. If it happened once or twice, your argument might be convincing, but it seems to be common practice at Squad. It could be that it's because they aren't a gaming company but a marketing company at heart. It's not casual synchronicity that the mods, modders, and Squad have fused their work - Squad needs them.
  12. That's a silly argument - I have no dashed hopes or dreams to put in X feature. Seriously - play the vanilla game. What's missing? What's done poorly? More importantly - what did Squad say they were going to do then abandoned because they hired a modder who then quit? What do you think was happening when you started seeing the modders being hired to finish the game?
  13. That is the saddest excuse I've heard for a business not to finish something. People come, and people go, but the business plan ought to be fulfilled. It's indicative to Squad not really having a plan. It seems they have been riding the modding community for some time now to enhance the game - especially after seeing many mods and modders incorporated into the game. Also knowing that they have the talented and capable RoverDude makes me wonder why the revamp was not completed. According to Snark logic - if it's making money, it's finished enough - right? I don't know if mods have been a blessing in making the base game so much better as to promote it to its stellar success, or if the mods have been a curse in keeping Squad from creating a professionally polished game. Many of us bought in the game as early-access believing that all the unpolished things would be shiny one day. It seems we live in an era of never-ending beta software, so I hope Squad will polish up what still isn't yet so shiny. The burn comes when being asked to pay for more before that happens. And just for the record: I'm all for buying DLCs for new shiny toys - given that it's not exploitative.
  14. This mod always takes a long time to update. A pity that.
  15. Oh, right. Well, I'll leave it until it's updated then. Thanks for the mod. I look forward to the updated version.
  16. Which version of KSP is this compatible? 1.1.3 or 1.2?
  17. Is there a wiki for this mod? A place where I can see a list of resources? What would also be nice is a way to turn off resources that I don't need in the game. Thanks.
  18. @nightingale Thanks very much for your consideration. Your mod has become a contract cornerstone for KSP. Thanks for your work.
  19. With my Mission Control building fully upgraded, I have a limit of 6 trivial contracts, 4 significant contracts, and 2 exceptional contracts - which means a max of only 12. My reputation is at 23% (I recently renegotiated a financial strategy). I actually had 18 contracts when I installed the update - 7 were trivial contracts for taking tourists up. A trivial tourist contract is usually for 1 or 2 Kermans and I could usually count on getting contracts for 6 to 8 Kermans after sending a batch up on a mission of 15 to 20 minutes of play. Other trivial contracts were for doing science scans in different biomes or part testing. The bulk of my contracts were trivial. I had one exceptional contract and 3 significant contracts waiting. I'm still waiting for some tech unlocks (high altitude aviation) to do some high altitude temperature and pressure scans and observational surveys. So these 3 contracts have taken half my allotted spaces for trivial contracts - which means I cannot get the 4 or 5 tourist contracts to fill up my tour-rocket-bus. I'd have to trash the other contracts to free up space and take a financial hit. I haven't modded the limit. If you are using reputation as a way to calculate the number of contracts, consider that it is a currency in the game for strategies. After upgrading the Admin building, I usually spend my rep for better strategy deals, so there will be big dips in reputation after such renegotiations. Should I have to take a penalty in the number of contracts for such deals? Also while in the Missions Control building looking at contracts, I've noticed that when I am in the "Active" tab, it automatically switches to the "Available" tab.
  20. It'd be much appreciated to disregard the contract limit if the Mission Control center is completely upgraded. I have a 6 Kerman tourist rocket that cannot be used now because I have a limit to the number of low prestige contracts I can have. Meanwhile, I accepted several contracts that were going to expire to save for later when I get the proper tech. With this limit, my career is severely crippled because I can neither make the money I need to upgrade my buildings and get the science from experimenting on my passengers through my lucrative tourism business, nor can I complete the accepted contracts because I do not have the required tech. Essentially, putting an artificial limit has almost destroyed my career game.
  21. Could you consider uploading to Spacedock? The follow function would help me keep up with your updates. Thanks.
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