ModZero
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Everything posted by ModZero
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
You've had a really bad couple of days, did you? Point is, actually, you totally can. It's ridiculously expensive and requires a chemical plant, but for certain proteins it's *ALREADY BEING DONE*. Conversely, it's also viable to make rocket fuel from fertiliser. And hey, nobody was blaming you for my mistakes, but I'm totally going to be blaming you for latching on them, or pontificating about the chemistry of tiberium. And now I'm *really* done, before everyone flees from the topic. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
ModZero shall suffice, thanks. That English isn't everyone's first language, and that saying that thing makes you instantly age 30 years. But nice nitpicking. You Tried. /me out. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
Then how, pray tell, does it turn into the superdense carbohydrates in Liquid Fuel? As far as I'm concerned, the Ore is an ore the same way Spice is a spice. And it must flow, despite both presumably being a bit more of a dust [insert Endless reference here]. -
OMG that tiny roller thingie is so cute!
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
It seems really hard to expand the parts list with things that are functionally new and keep balance. Maybe consider supporting CTT? It has nodes for parts with similar functionality. Right now I'm playing either creative or stock TT, but usually CTT was the first thing to install. -
[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
ModZero replied to NecroBones's topic in KSP1 Mod Releases
I know you don't usually introduce many dependencies, but you included interstellar switcher before in FTP, so maybe it's going to be OK: MKIV Spaceplane parts mod by Nertea has a module that allows adjustable ramp slope. Might be worth looking into? -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
Universal Storage has tiny radial supply tanks (not the ones in the wedges, but smaller standalone ones), I don't remember how much they kept, just that I used them on Minmus-range trips. Hope that helps :-) -
What am I going to do with all these plane parts?
ModZero replied to More Boosters's topic in KSP1 Discussion
Get a flight assistant mod, scatterer and a good EVE config. Don't build an SSTO, just something nice. Get some hot cocoa. Go around the world. Slow and utterly pointless, but sometimes slow, utterly pointless, cocoa and a cat are exactly what I need. But space is for rockets. -
What's the part behind the MKS part? The model is pretty
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[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
People keep talking about airlocks, but I can't see any bathrooms in the IVAs. -
[1.2] OSE Workshop - KIS Addon: (v1.1.0 - 2016.11.03)
ModZero replied to ObiVanDamme's topic in KSP1 Mod Releases
Note that taniwha is adding something like that to EL, and has a "recipe" descriptor designed  perhaps you could reuse/share/something? I'd agree it's something that could wait, though, longevity of EL without that feature is proof enough of that ;-) -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
One part I'd like would be a relatively large cargo bay that opens in a way that leaves one side fully exposed, where I could store e.g. a folding IR arm with a drill on it. -
[1.0.5] Kerbal Planetary Base Systems v1.0.2 Released!
ModZero replied to Nils277's topic in KSP1 Mod Development
I think it's a perfectly fine stop gap for a WIP mod while waiting for Kospy to do his stuff. -
Adding one is fairly easy, but balancing it with anything is anything but. EDIT: to elaborate, there's a .cfg file in AntennaRange, and if you know the name of the antenna (from its cfg) it's trivial to add something - but making something useful and not duplicate is lots more work. The additive ranges I love work intuitively from end users perspective (as long as I'm the user, that is), but coming up with sensible numbers for the config files is painful. You can still just duplicate something else and live with it - that's what I did with the Asteroid Day antenna, edit2: especially as I'm playing with OPM, which later hacks the stock large antenna. EDIT3: hey, Toadicus, so it seems the mod will be mostly replicated in 1.1, but it seems we won't get additive ranges. Would you consider maintaining at least that in your mod then?
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
ModZero replied to Paul Kingtiger's topic in KSP1 Mod Releases
IIRC, it's gaseous hydrogen, not liquid. So it's the same substance, but it's not your favourite fuel. -
I think this game should have been written in Java with OpenGL
ModZero replied to Xyphos's topic in KSP1 Discussion
Ouch. Poe'd. I hate the Internet. -
Also note how both nuDR/nuFAR (I'm sorry but that's how I'm naming these now) seem to be leveraging new stock mechanisms.
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Could you repeat louder, because I can't hear your overly authoritative remarks over the sound of me having fun with things RD added to stock.
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I think this game should have been written in Java with OpenGL
ModZero replied to Xyphos's topic in KSP1 Discussion
Surely you meant Fortran actually Lisp. But yeah, Java has its own weird memory management issues, its garbage collector can get really funky, especially if you tend to allocate/deallocate lots of objects in short timespans, wouldn't actually solve any problems, but would install an Ask Jeb toolbar that one time you forgot to unclick something during an update. -
I think that, from the "inside", it probably felt like it was so much individual conception that AR can't be specifically mentioned. But from my perspective, of a player that uses both AR and RT and has a vague idea of the "real world", this all sounds very, very Antenna Range. I'd be fine, I mean, I have no idea if Toadicus personally cares or is impacted, but I do think that it's conceivable that open recognition could have significant positive impact on, for example, securing entry-level (and maybe even not-so-entry-level) jobs in some industries.
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Fast. You need at least half-burn + signal delay time to the node for it to execute (KER includes some views that tell you the half-burn time). You either have to plan your launches to have LoS at AP (possibly suboptimal burns, but thems the breaks), or bask in the glory that is KOS. EDIT: or have good enough reflexes to plan the node between the ascent burn and loss of LoS.
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Well, it seems it might actually be "new" is version 1.1, KSP: source Time for the bittersweet feeling of a mod getting stockified. I kinda wish they mentioned this mod  maybe they haven't ever seen it (but I'm sure RoverDude knows it), but it's so similar, I think it would be nice to give it a nod as something that provided very similar mechanics. I do love the idea of specialised store-and-forward equipment.