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MisterFister

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Everything posted by MisterFister

  1. Which mod was that, if you don't mind my asking? (And do you mean between 1.2.1 and 1.2.2, or 1.2.0 specifically?)
  2. I play very mod-heavy. See my Dropbox link for screen snips and perhaps some idea-starters for you to use in branching out. Welcome to the forums! Feel free to PM me if you have any questions on the info I provided in that link.
  3. @michanst Not only have many people visited all bodies in career-normal mode, there are mods to the game (unless you play on a console system) that can make it more difficult to do so (and people have accomplished those goals as well!) These mods might include remodeling the kerbolar system ("Kerbol" the name of the star around which the planet Kerbin is orbiting) to have different planets from stock, or even our real Sol system, or the default kerbolar system rescaled to Solar system planet sizes, or even adding other star systems entirely (necessitating the in-game development of interstellar-distance-capable craft!) Please feel free to friend / follow me here on the forums. I'd be very happy to chat with you some more!
  4. Ok, but I'm asking a different question, and I apologize for not being clearer. I see other mods that carry impactor science. See KSP Interstellar Extended managed by @FreeThinker, DMagic Orbital Science hosted by @DMagic, and Surface Experiment Pack hosted by @CobaltWolf. I'd be surprised if there weren't others, those are just the ones I have bookmarked in my browser for now. I'm asking how your impactor science, here, differs from the ones in those other mods. Do you think they could all co-exist in the same career-mode playthrough? What about Contract Configurator contract-pack add-ons?
  5. @FreeThinker I love this mod and I am very grateful that you and others maintain it. I note two typos in your OP for this thread. I have no programming knowledge, but I have copyediting experience, so please know that I post this out of nothing but a desire to contribute however I can.
  6. CKAN metadata still lists only v0.3.2.2, do I have your permission to mention this to the CKAN folks?
  7. I've been following this mod for a long time (last time I had time to play was KSP v1.0.4) and have recently returned to KSP and am looking to get a new playthrough started here on KSP v1.2.2. CKAN lists your mod as being keyed to KSP v1.1.3, and I cannot tell if the GH download of 2.0.10-Final-Core is for v1.2.2 or not, but I suspect that it might be. I run KJR as a reco or a dependency for other mods, and I see chatter here that KJR is presenting some issues for IR. Would you suggest I simply not attempt to run IR with KJR installed for now, or does your most recent GH download attempt to address the KJR issues? Is there a changelog I can look through to see if my question is already answered? Thanks, great mod!
  8. I ALSO like how it encourages repeated VISITS to a well-designed station, since career-mode contracts require you to create and begin new missions with new experiment modules that need to visit your station AND LIVE-PAYLOAD-RETURN to Kerbin for the contract to complete. WONDERFUL excuse to develop reusable SSTO hardware!
  9. @SirDargon's profile indicates that his last login was in May 2016. So.
  10. How is this mod different from the impactor experiments in KSPIE / DMagic / etc.? Also, your thread here indicates that it's been updated for KSP v1.2. I'm running v1.2.2, is that an important difference?
  11. Vessel Mover Continued might be a viable option for you, as well as KerbinSide. Hi there, @RoverDude! I love your mods! I see this mod listed on CKAN, but your above-quoted post from more than a year ago may or may not still be applicable. Is this mod listed on CKAN with your consent, and if so, to whom would I address questions about its metadata? I see references (not only in the CKAN metadata but on your GH download page itself) that this mod is keyed to KSP v1.2.1. I'm running v1.2.2. I have no idea how significant the differences are between those two KSP versions, whether for your mods or for other mods in general. First, would you suggest I try to run this mod on my v1.2.2 install? And second, as a member of the core team itself, what info do you think I should bear in mind when running into v1.2.x mod-compatibility issues?
  12. I note that the OP in this thread links to a release thread, but that thread seems to have less than a page of activity on it. Which thread would you suggest I follow if I'm interested in seeing this mod made available for KSP v1.2.2? Or for CKAN metadata updates (if at all)?
  13. @agises, I note in your signature that you maintain a few mods that I use, particularly Notes. I see on CKAN that those mods have listed as the author "hashashin." Is this you? Also, would you like for me to approach the CKAN folks to ask them to update the metadata for this mod and those others?
  14. I am entirely unfamiliar with the differences between KSP v1.2.0 and v1.2.2. I'm running v1.2.2, would the differences be enough to worry about when running this mod?
  15. Is there any way for me to make my window preferences for this mod persistent? Every time I recover a craft and return to the KSC-scene, I have to reopen the KCT build list gui. How can I just open it, toggle a setting, and just have the mod remember that I want that window ALWAYS open in the KSC-scene, the editor scene, and to be open by default upon vehicle launch? (I anticipate that I'll evolve my career progression to the point where there'd be times that I'd prefer to close it, but I'd care to do so manually at those times.) Even if the persistence reset with every KSP play-session, constantly having to do it after every single early-career grind mission is ... unfortunate.
  16. I see in the deprecated thread this comment: Indeed, the OP here still references a simulation-mode in KCT that no longer exists since @magico13 jettisoned simulation-coding in favor of a different standalone simulations mod, "KRASH" ...: Is there any development on furthering this mod's ability to let a player derive some TF benefits from simulations, even if as @magico13 suggests that it would be at a reduced rate and with a cap? Also, KCT is supposed to have a feature wherein previously recovered parts are retained in an "inventory" for the benefit of reduced build time on future craft designs that might reuse them (longer to build a new component than to recondition one that's been flown and recovered before.) That inventory feature was temporarily suppressed for reasons that I only dimly understand to be due to issues introduced by KSP v1.2.x, I think, but I am led to understand that this removal of that inventorying feature is intended to be temporary, pending updates to that mod in other areas. Would it be possible for this mod to help out in that regard? Inventorying parts could be useful for TestFlight purposes, as it might provide the ability to work against a reduced-benefit accrual in simulations. Since simulations are capped (say, at 50% of whatever the maximum attainable reliability level from real-world testing) because they cannot model unknowns, perhaps the first recovered copy of a new pod can increase that global cap to 70%? Second inventoried copy would afford 80% cap, and third recovered copy would allow for a simulation-cap of 85% of the maximum-attainable. Since there's an incentive in KCT to invest in the effort of slowly building extra craft copies in the background (either to act as potential rescue launches, or simply to build up a slight inventory buffer for speed gains against future build orders) maybe there can be a distinction for TF's purposes between never-launched inventory-parts and launch-recovered copies. (Even something built and wheeled to the Launchpad on a scrapped mission can be at least partially informative as to potential defects during manufacture). Launch-recovered parts might bump the simulation cap to 70/80/85%, but never-launched copies might yield 60/65/70% gains? Ultimately, what I'm suggesting here is that maybe mod-tracked "inventories" of previously-built launch hardware could fall better in the feature domain of TF than KCT. I'm curious to hear feedback on this idea.
  17. I'm assembling a modlist for a new career playthrough. Can someone help me understand what this mod does and what IFS do, so that I might choose between them? Or, what happens when I attempt to run them alongside one another regardless? IFS is a dependency for KSPIE and some stockalike expansions I'm eyeing as well...
  18. Greetings, and Happy New Year! I'm curious if you ever got around to working on CKAN's listing for this (you have so many... wow!) Did you publish it under a slightly different name perhaps?
  19. I wasn't until you mentioned it. Now I am. Happy New Year folks! I'm considering the possibility of a manual install of this mod over an otherwise mostly-CKAN very heavily modded KSP v1.2.2. Are there any issues I should be aware of before I delve too far into a new career progression? This mod seems to still be under active development, so I'm not asking on the status of any upgrades, I'm just trying to work off of some confusing metadata that I have at this point. I downloaded the zipfile from SpaceDock, and the filename of the zip indicates v2.1, but OuterPlanetsMod.version indicates that this is v2.0.0.0? At any rate, some casual playtesting in recent days uncovered no issue that I can knowably attribute to this mod, but an issue I am in the process of troubleshooting will in all likelihood require that I scrap my career playthrough to date and start over. Given that, and my own versioning confusion above, I'm curious to check here to see if anyone can advise me with respect to this truly outstanding mod. Edited to add: I'm curious if there's any change to the solar power curve in this mod -- will an otherwise-stock planetary system still make it so that solar panels will sort of be useful at Duna but useless further out than Duna?
  20. I keep going on KSP blackout due to school and whatnot, coming up for air seemingly right on time for major KSP version pushes, which knocks the entire mod ecosystem out of whack. As a result, I've known about this mod for a very long time but have never managed to succeed at trying it out in a long-grind hardcore-difficult career. I might be in the process of gearing up for that, however, and to see this and discover that this mod, as one of the last two I'm waiting on for updates to chase a KSP version upgrade, might come out in the "soon" timeframe... Makes me very happy.
  21. This makes me happy Thank you for your awesome work on this truly awesome mod!
  22. The OP explicitly lists CKAN support, but I cannot seem to find this mod listed on CKAN for the time being. Was CKAN support dropped at some point but the OP was not updated to reflect this?
  23. Does this mean that running FAR will cause issues? Or does that just mean that readout information in-atmo with FAR will be inaccurate? Frankly, I'm more concerned about biome information.
  24. Is this mod actively supported or in continuing development? Are there any issues with KSP v1.2.2 which would be likely to cause difficulties?
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