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iZen

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Everything posted by iZen

  1. I too feel a lack of distinctiveness between the Cores. Stayputnik usually looks coolest, but the others are basically the same for all in-line needs one might have. I would wish for more elaborate remote vehicle mechanics in Vanilla KSP, which could in turn then make Cores more relevant and distinctive.
  2. Didn't seem to work for me. I put the ActiveTextureManagement folder into the: KSP/GameData folder so its like: KSP/GameData/ActiveTextureManagement Doesnt seem to help or do anything. Did I do something wrong? Where to get additional configs for other mods, and where to put em? I think many people could use a more detailed description on how to use it.
  3. Hey, nice thread! This is my current modlist (I have it in a *.txt file anyway) It's goal is to make the game more realistic. In consequence it also becomes much harder. I only use "balanced" mods. New parts are always OP in a sense, but functionality is needed. In light of .24 I have taken Mission Controller X out. Since I livestream KSP it has to be entirely stable. Performance heavy though as I have quite a good machine. Gameplay emphasis on avionics, SSTO's and reusable vehicles. The list is very much catered to my specific likings; handle with care. I am open to suggestions for any more mods to add for more functionality. I don't like Kethane. It might be balanced but I still consider it somewhat cheating as it doesn't reflect a Real Life possibility of now. I would be very interested in Real Solar System but due to the increase in planet size I think that Kerbal's Stock Parts are not designed to work for that. I'd love a Real Solar System in Kerbal Stock Scale though (1:10 I believe). Ferram Aerospace Research - http://forum.kerbalspaceprogram.com/threads/20451-0-23-Ferram-Aerospace-Research-v0-13x1-experimental-out-3-15-14 B9 Aerospace - http://kerbalspaceprogram.com/0-20-2-b9-aerospace-pack-r3-1/ KAS - http://forum.kerbalspaceprogram.com/threads/53134-Kerbal-Attachment-System-%28KAS%29-0-4-7-Pipes-as-fuel-lines-and-even-fewer-explosions%21 Kerbal Joint Reinforcement - http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-2-3-7-14 KWRocketry - http://forum.kerbalspaceprogram.com/threads/51037-0-23-KW-Rocketry-v2-5-6B-Avaliable-working-3m-Docking%21-31-12-2013?p=1057617&viewfull=1#post1057617 Mechjeb 2 - http://kerbalspaceprogram.com/mechjeb/ Modular Fuel Tanks - http://forum.kerbalspaceprogram.com/threads/31706-0-20-Modular-Fuel-System-1-3-realistic-fuels-reconfigurable-fuel-tanks-and-engines ShipManifest - http://forum.kerbalspaceprogram.com/threads/62270-0-23-Ship-Manifest-%28Manage-Crew-Science-Resources%29-v0-23-3-1-5-26-Feb-14 Targetron - http://kerbalspaceprogram.com/targetron/ TAC Life Support - http://forum.kerbalspaceprogram.com/threads/40667-0-23-WIP-TAC-Life-Support-0-8-22Dec Kerbal Stock Parts X - http://forum.kerbalspaceprogram.com/threads/30472-0-23-x-KSPX-Kerbal-Stock-Part-eXpansion-mod-reposted-v0-2-6-1-04-14 Deadly Reentry Continued - http://forum.kerbalspaceprogram.com/threads/54954-0-23-Deadly-Reentry-Continued-v4-5-3-10-14 Simple Part Organizer - http://kerbalspaceprogram.com/0-23-simple-part-organizer-v1-0/ OR Part Catalog - http://forum.kerbalspaceprogram.com/threads/35018-0-23-5-PartCatalog-3-0-RC4-%282014-06-09%29 (not tested yet) Active Texture Management - http://forum.kerbalspaceprogram.com/threads/59005-0-23-Release-2-15-Active-Texture-Management-Save-RAM-without-reduction-packs! TAC Fuel Balancer - http://forum.kerbalspaceprogram.com/threads/25823-0-23-TAC-Fuel-Balancer-v2-3-22Dec Astronomer's Visual Pack - http://www.curse.com/ksp-mods/kerbal/220335-astronomers-visual-pack-v3-beta Firespitter propeller plane and helicopter parts - http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-%28May-6th%29-for-KSP-0-23-5 RemoteTech 2 - http://forum.kerbalspaceprogram.com/threads/56399-0-23-RemoteTech-2-0-23-5-Not-supported%21-Wait-for-0-24%21-Busy%21?p=1056897&viewfull=1#post1056897 SCANSat - http://forum.kerbalspaceprogram.com/threads/55832-PLUGIN-PARTS-0-23-SCANsat-terrain-mapping?p=1057071&viewfull=1#post1057071 RasterPropMonitor - http://forum.kerbalspaceprogram.com/threads/57603-0-23-RasterPropMonitor-make-your-IVA-a-glass-pit-%28v0-14%29-24-Jan
  4. Hi, I noticed that the part system as it is now is somewhat cumbersome. You got like a dozen different cylinders with fuel in it, for example. It makes searching for the right barrel really annoying. Also in the aerodynamics section the different wing types are hard to differentiate. Another thing is that for example all the side-mounted fuel tanks are monoprop only. How about that: You cut down the number of those items that are very similar. So you got the short, the medium and the long barrel and make them scalable in diameter. So lets say you click the long fuel tank, a popup opens up, there you can select diameter and contents: Empty, Monoprop, Biprop, JetFuel Scalability works for almost every items. This also goes for rover wheels, adapters, stack modules etc. Furthermore, all the items that are unique (in size) like say the different modular girders or the wings will be available in many more sizes, thus multiplying the amount of possible playercreations. I for example like those swept wings very much, but they are only usable for rather small planes. Or I want to side-mount my favourite fuel somewhere, but they all are filled with monoprop. My system brings the following benefits: Making the part menu vastly more accessible and well-arranged. At the same time, increases the total amount of parts by a LOT. Limitations like wing size or fuel contents make stock-only players (like me) somewhat frustrated. Others will modify the parts or use modded ones, therefore even more obstructing their UI's. And about execution, its not really a big deal. For most items you wouldnt need to make "scalable items", but just rearrange the ones already existing into my system. The unique parts would require the scaling system. But even if they were done in the different sizes manually, it would not be too much work for a single person and would seriously pay off.
  5. You're absolutely right. That's exactly what I meant! Thats probably why I never said otherwise Options are the best thing ever, and to be honest, it can't be that hard to include an option that actually disables a feature
  6. Having the option makes people (me) lazy. I like to choose at the start and then having to deal with the consequences...otherwise at the first problem encountered Im gonna use the easy way out Its like when you start playing skyrim and say to yourself "Im not gonna use fast travel"! You're gonna use it within an hour
  7. Hi, I've not played in some time, and I noticed that now there is a retrieving option for Kerbalnauts on Kerbal. In my infinite wisdom I came to the conclusion that this is probably in preparation for career mode, where you don't have infinite Kerbals and/or new ones cost a lot of money. Now I think though that it should be an option wether to have this option or needing to manually recover your kerbals. So you need to say get them into the area of the KSC before retrieval becomes an option. Before I discovered this option, I wanted to get my Jebediah back and purpose-built a retrieval vehicle. (Note aside: Bad bug. I once managed to get Jeb on board an crashed on my way back. I rewound to launch and tried again, only to find Jeb still gone/dead. Hes listed as MIA now, but his vehicle is still on spot.) Nonetheless, this was a fun experienced and the first time I managed to create an awesome plane that actually flies stable and everything. Maybe another option would be to make retrieval cost money based on pilot distance. The only problem I see with this atm is sea-retrieval, wich would probably become really tricky...Maybe a part should be implemented similar to the skycrane in that batman movie (like a rope that hangs down and automatically attaches a kerbal close to it). My idea is I would like the player to be encouraged to keep his kerbal squad small, either because they gain experience, also because they cost money.
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