Psykikk
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Everything posted by Psykikk
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[1.12.x] Freight Transport Technologies [v0.6.0]
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
seems like the starlifter struts do not hold togethet that well. at least for me they don't. I tried the 5x5 quad adapter and put one cluster of tanks on it. then i attched my boosters to each cluster. and once I launch gravity seems to take effect much more than anticipated: see a timelapse here :-) what did I do wrong ? http://imgur.com/a/gk2Ev -
[1.12.x] Freight Transport Technologies [v0.6.0]
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
ouch. :-) how long does it take you to fill up those kontainers ? it took my mining setup almost a year to fill up ONE of those things.. and what do you do with it then ? built stuff in orbit ? or at a station ? thx for the inspiration mate -
[1.12.x] Freight Transport Technologies [v0.6.0]
Psykikk replied to RoverDude's topic in KSP1 Mod Releases
could someone link me a video for a starlifter usage ? i like em big but this thing is obscene.... Rover, even though I am having problems using all your mods and parts and such... I istall them all :-) great work mate. great work -
mouse sensitivity - fix needed
Psykikk replied to Psykikk's topic in KSP1 Technical Support (PC, modded installs)
ok did it. so far so good. will see if it still works tomorrow :-) -
Hey there, I am playing on 64bit linux Mint. have the following mods installed: everything works like a charm EXCEPT: the mouse sensitivity is goind badass everytime i restart the game. I read about deleting the settings.cfg, but readjusting the resolution and such after every restart is not a solution I am happy with. is there anything else I ca do ? thx in advance
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would it be possible in the final version to include missions like: "deliver 10.000.000 units of (insert ressource here) to the Orbital Station (insert name here) orbiting (planetary body)"
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[24.2] Karbonite Ongoing Dev and Discussion
Psykikk replied to RoverDude's topic in KSP1 Mod Development
just a quick question: is there a monetizing-scheme already implemented into karbonite ? it was suggested pretty early on. like a module which can be added to an orbital station that lets you transfer krabonite to sell it (to an NPC-corporation , for exampe...) it could also be included into contracts "deliver 1.000.000 units or karbonite to the orbital station yxz around duna before a.b.c" something like that ? would be sooo awesome and would give the feeling of running a space mining corporation... with kerbals. -
[24.2] Karbonite Ongoing Dev and Discussion
Psykikk replied to RoverDude's topic in KSP1 Mod Development
i wonder , reading all these posts about atmospheric collection of karbonite... I do hope that basic mining (thus drilling into rock to get to stuff) will be possible and mainstay functionality, right ? and that this mod will produce several resources to harvest and monetize / use, right ? (i don´t know why I keep getting back to the money-thing but thats what makes these kind of games fun for me...) thx and cheers -
[24.2] Karbonite Ongoing Dev and Discussion
Psykikk replied to RoverDude's topic in KSP1 Mod Development
I am so looking forward for this. MKS/OKS are mainstay mods in all my KSP saves already, so I am really excited. I have to admit I didn´t read all replies in the thread, but I was wondering if you plan to also add a mechanic to monetize any ressources / refined materials by just shipping them somewhere and selling them ? I proposed something like this in the request forum before but never got any response... I imagine some part or a permanent orbital station where you can dock and trasfer / sell the harvested stuff. I know that funds right now don´t really matter that much...but I a Ferenghi at heart and love to play to simply amass wealth and richness..... -
maybe add something like this ? http://forum.kerbalspaceprogram.com/threads/87345-looking-for-this-exploitation-of-space-and-celestial-bodies
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so.. we got funds now which is great. I enjoy ksp again. sandbox has a meaning. since funds are never really a problem (even sticking to vanilla and contracts) I usually set my sights on getting as rich as possible and emulating an industrial space / exploration corporation. what mods are there to help me harvest the richness of space and gives the possibilities to earn funds ? looking forward for your help / input and guidance regards
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
Psykikk replied to Majiir's topic in KSP1 Mod Releases
so I know I have to check the converter stats.. I am dumb so please help me out. how do I make cash with kethane now ? -
[WIP] KerbalSocial - just an idea at this stage
Psykikk replied to codepoet's topic in KSP1 Mod Development
maybe put something in like "psychological evaluation".. i read some plans ar in place for kerbal training and such. so the psychological aspect should be part of that as well. conducting tests and interviews and such. these tests wouldn´t be part of actual modules and such, but require the kerbals to undergo tests before missionlaunch and thus not being available for other stuff.. so that the player has to effectively manage not only parts, science, budget and life support as ressources, but the available kerbal recruits as well. evaluations and remote testing should then be part of the tech tree as the scientists learn more about psychologicallong term effects in space , the longer the kerbals actually spend in space. which brings a nice touch in like risk and reward: mission lead: "he´s passed all the tests... it might be time to just try it out with Jebediah" scientist: "but sir, we still haven´t had any clnclusive tests on the effects of sucha long trip ... even Jeb might not survive it" mission lead : "don´t kid yourself, we will never know until we try..." -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
Psykikk replied to BahamutoD's topic in KSP1 Mod Development
they are... those were the parts I deleted because I thought "don´t need extra tanks"... oh how wrong have I been :-) thx mate -
[WIP] KerbalSocial - just an idea at this stage
Psykikk replied to codepoet's topic in KSP1 Mod Development
i love the idea about sanity, and managing crews and such. but I see one problem: you don´t want the mod to be sonmething like "plug this part in and you will survive", yet it will end up being that way. you would just need -enough space -enough crew -match crew characteristics according to mission length and you´re all set. thats nice to start and better than nothing but, I think the only way to get further away from just assembling the "optimal mission layout" would be to also measure which kerbal did get "mangaged actively" and what did he do during that activeness. let´s assume the following: you have a single kerbal that goes on a year long trip.. or longer. think "silent running" times of missions. as long as the pilot is occupied with stuff, it´s not so bad at all. so, even the most spacious ship wouldn´t help if he doesn´t do various stuff on a consistent basis. and doing stuff and doing different stuff is the key. combine that with the right crew setup and you are golden. so what is lacking for this to work: stuff you can do in IVA. yeah you can send the kerbal on regular eva missions. but in space there´s obly so much stuff the kerbal can do. in IVA, combined witht he right modules, the possibilities are greater. workouts , playing cards, reading a book , writing one (or a diary), doing lab work, etc etc... what would be needed is different iva animations and a "meter" which measures how long each activity has been conducted... some activities add to the "work" scale, others to the "enjoyment" scale. so what you basically have to manage is the "work-life balance of the kerbals.... a lot of ranting.. just my 2cents. maybe I misunderstood your idea completely. if so, I am sorry. -
[WIP Plugin](0.90) Burn Together! Alpha v7.0 (3/29/15)
Psykikk replied to BahamutoD's topic in KSP1 Mod Development
what are those radially modules from in the opening picture of this thread ? I so want that -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Psykikk replied to Paul Kingtiger's topic in KSP1 Mod Releases
who was the guy that made a food wedge / life supprt wedge ? I bookmarked the TAC conversion post on the forum, Now I will need the additional TAC wedges.... these modules just look soo much better than the TAC style.. even though I am using some of the better TAC skins.... great mod guys. great mod. -
[WIP] Reconfigurable Tanks and Planetary Tanks
Psykikk replied to RoverDude's topic in KSP1 Mod Development
awesome plan, Rover. Real Logistics ferry runs would be possible with that. Maybe make those reconfigurable tanks have a switch which when activates states that the tank will be ignored to supply the ferry´s engines with fuel ? so that the payload will always be payload, not fuel that can be used... -
The Linux compatibility thread!
Psykikk replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
what Grphics-driver are you using JMazzy ? My Mint-Installation also crashed before I installed the proprietary drivers (nvidia in my case) i followed the instructions in this video: http://youtu.be/AkKkuzWlaGo -
The Linux compatibility thread!
Psykikk replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
wow. super fast response. thx mate. -
The Linux compatibility thread!
Psykikk replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
how do I enable part clipping in linux ? alt + F12 ain't workin.... thx in advance -
The Linux compatibility thread!
Psykikk replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
this just so cool. linux 64Bit Mods: Kethane KAS Chatterer DMagic Orbital Science Habitat Pack Kerbal JointReinforcement Octotruss Pack MagicSmokeIndustries Robotics Mechjeb RoverScience SwitchActiveVessel Usefull Parts for aestetics (Turbonitsu) KerbalalarmClock all without a problem. no error as of yet. thx a lot. I am 39 years old and feel like a kid on christmas eve