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MisterFister

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Everything posted by MisterFister

  1. @Papa_Joe do I read your statement correctly to indicate that the next version would be v1.1.2 ready?
  2. Your post is unclear. You simultaneously say that this mod both will, and will not, work in KSP v1.1.2.| Is this mod currently under active development, or are we in the "community support" phase with people contributing fixes and workarounds? Or both?
  3. The only download link indicates KerbalStuff. Is this mod still supported?
  4. Wow. I was already excited to see this mod come out so I can start a non-throwaway career in v1.1.2, but now I'm SOOPER excited!
  5. Does this game have the ability to approximate magma / lava? I know in your design notes for v2.0, you indicate a "partially molten" inner planet. We already have water, and we have ghost-water in terms of the KSC wading pool. Would the heat and slow-melt effects of lava even me possible? Or hell, active volcanism?
  6. Are you attempting to run Custom Asteroids and Outer Planets Mod at the same time perhaps? Those two mods do not play nicey nice with each other.
  7. Would you happen to be running CKAN? If so, know that uninstalling any mod, let alone multiples, is prone to leave ghost files and ghost folders behind. It stems from CKAN's safety feature of not deleting anything it doesn't recognize having put there to begin with, so if any mod generates a .cfg or something similar, it'll delete what it recalls putting there and it'll leave the husk behind. Going in to manually delete GameData folders after a delete spree is a good idea, but I think it's a better idea to fully uninstall KSP, manually delete the Kerbal Space Program folder from Steam, and then reinstall from Steam, just to ensure that you have a solid working copy clean of partially-uninstalled mods. It's been known to cause issues.
  8. Wow, I'm glad I found this! I remember this mod from back in alpha, and I'm glad to see that there's recent chatter about it for v1.1.2, awesome! One question, though. @N3h3mia had four individual mods that all made sense together, I'll admit, but they were nevertheless separate mods. I only see one "mod" discussed here. Were they consolidated into one mod for all four, or are there individual mods that have been lost to the ages? Also... what is the exact "title" of this mod? I can't seem to find a listing for it on SpaceDock...
  9. Wow, that's awesome. I have no technical ability, no coding background, but I fully respect that placing an order in two sentences can be for months of work. What I showed you was a brain dump series of ideas in reply to someone intentionally asking for a brain dump series of ideas. That said, I do mention at the bottom that I have some other creative talents, with professional experience in logistics resource management -- which frankly is what I was trying to hew my ideas to, since it's what I understand. If I can be of any help, please don't hesitate to message me or tag me in a forum post -- especially if something I suggested ends up seeing the light of day, I'd be thrilled to take a look at it or to be a beta tester when you get to that stage.
  10. Is there any considering offering this mod on SpaceDock? I'm curious how this mod interacts with KeepFit, if at all. They seem to address the fringes of the same core idea of creating incentive to deal with the hassles of designing and assembling complicated stations, bases, and interplanetary craft. That said, I responded to discussion thread recently that actively solicited brainstorming ideas. The original context was with the idea of an extensible life support mod framework that other mods could be built around. I spent some tie organizing some suggestions that I truly understand would be complicated and ambitious. Running across your mod here, do you have any ideas to what I said?
  11. Yes, I can attest that the entire USI Suite works with TACLS replacing USILS. Will this mod we're discussing here retain the name TACLS? Going forward, I'll be keeping an eye on the other modlets out there to allow for TACLS resource mining, third party resource recyclers, and compatibility with Universal Storage and Versatile Toolbox. Also curious to see DeepFreeze get some tlc. Is there any thought to developing some sort of compatibility with Kerbalism? I like the idea of that mod, but I don't like how it's an intentionally exclusive all-or-nothing affair. :-\
  12. This might be of interest, with regard to one of the other mods in question. The old thread for TACLS is not yet locked, but a new development-only thread has been created to offload some of the conversation.
  13. And of course, if a person could indicate at the very tippy-toppest margin of this original thread a link for the new one, that'd be swell also, once we get to that point. (Having to go to the end of a thread with an extra click or three to find where the new discussion sits seems... well.) So excited!!!
  14. This is a HUGE idea, so I'll nest it behind various spoilers divided by topic. I have every respect for mod development and coding, but you specified that you wanted frameworks that could be extensible. I know this is WAY complicated. These are intended as idea-nuggets. I'm reminded of KeepFit, which at one point was talking about scaling downtime / recovery time at KSC after missions according to how long they were deployed. We already have caste-imparted stats (Scientists convey Science gains, Engineers increase mining output, and Pilots allow for advanced maneuvering.) Pilots: Scientists: Engineer: With life support consumables run out, have a kerbal's functions on a decay curve. "Rationing" supplies is possible on two settings for each resource. Environment-specific hazards, too. Weightlessness, cosmic radiation, solar radiation, a special third type of interstellar radiation of a player is running a mod that introduces other star systems. High-g stress for Eve bases. Reduced long-term-deployment penalties for planets with breathable atmospheres, like Laythe. Tech nodes that allow for advanced planetary EVA life support, so that eventually on Duna or other thin-atmosphere planet, a person can walk outside with a simple oxygen mask instead of a fully sealed helmet. I have no technical coding experience, but I can learn if someone walks me through it. Elsewise, I have creative writing and some amateur gameplay story-design experience (tabletop RPGs, and I've directed a few amateur stageplays) so if there's a way to "write a backstory" for a specific mechanic, please let me know.
  15. @anxcon is this mod still active? Also, does it support the use of actual "airlock" parts, or in-game constructed airlocks? I ask because the only listed download link still points to KerbalStuff.
  16. Is this mod still supported? Also, how does this mod interact with Action Groups Extended?
  17. @MrChumley how would you suggest I run this mod in KSP v1.1.2 with Kopernicus v2:release-1-0-3? (The Kopernicus version is what I read off the CKAN metadata screen, though its forum thread just indicates v1.0.3.) I see chatter above this comment discussing running modified .cfg's, but I've been having trouble with this. If CKAN is the issue, I can happily install it manually. Thanks!
  18. I see the brief chatter above my comment here mentioning that this seems to work on v1.1.2. Can you, the mod author, confirm that this is the case?
  19. This looks awesome! Do you think you could update the Spacedock listing to reflect this forum thread?
  20. Sad, sad day, my fellow kerbaleers. Thanks for everything you've done, @TaranisElsu. You'll be missed.
  21. @danfarnsy If I could, I'd actually hug you right now! I am so excited that this absolute-necessity mod for my KSP gameplay might not die! Thank you thank you! As for a name... We already had "Thunder Aerospace." Why not "Lightning Tech?" You can abbreviate it "Lit," as in "Lit Life Support," or something. I dunno, I got nothin. But this is awesome! Perhaps solicit name suggestions in this thread, and if you're still undecided, host some sort of voting poll in a new thread to vote on some of the less-silly submissions? Oh, I almost forgot to post this info on how to update mods for KSP v1.1.x.
  22. I see that you've already loaded this to Spacedock and have already mentioned plans for CKAN. If this is fully official, might I address three things. First, THANK YOU, I love this mod! Second, I see on CKAN that TACFB is up. Are you taking over just this FB mod, or do you intend to eventually handle others as well? (This is pertinent to whomever else might be so inclined to assist on those still-unsupported mods.) I speak with personal interest in TACLS, Part Lister and Atomic Clock, of course, but this and TACLS are my primary interests to be sure -- I suspect others would say the same! (See first item.) Third, if this is indeed official for going-forward purposes, might I gently suggest that you open a new forum thread for support so that we can close out this one? Only the original creator of a forum post or comment can edit it with updated info, such as for future release and support info. (I'd also suggest "reserving" two or three of the first reply-entries below your post in case you'd wish to use them in the future.) If you do, then I'd also suggest updating the forum thread link within your Spacedock listings as well. (Dare I hope that my favorite LS mod is back on the map?!?!?)
  23. Good sir! Would it be possible to update the download link in the OP to reflect the new download link? The one you have still indicates Kerbalstuff. And thanks for this, I look forward to testing this mod out!
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