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Hurry- Starfish!

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Everything posted by Hurry- Starfish!

  1. Well, maybe, but here someone is asking for a feature (or rather for an existing feature to be unlocked) in order to get more enjoyment out of the way they like to play the game. Imo answering by suggesting them to play in a different way instead might be kind of missing the point, since a large part of KSP's appeal comes from the fact that everyone has their own unique way of playing it.I feel the same as the OP; when career mode first came out, I converted my sandbox save to a career with everything unlocked for that reason. Had long been waiting for science experiments, but didn't want to go through the tech tree and painstakingly unlock everything. I really appreciate that this game is open enough so I could manually edit the persistence file to fit my liking, but I don't see a reason why sandbox players should be denied science experiments by default. Feels like an unnecessary restriction.
  2. Brilliant. Love this mod and am looking forward to what further updates will bring
  3. Which only affects the people who can't be bothered to do a tutorial and learn even the basics of the basics before starting to do stuff themselves. Their fault.
  4. That would actually give rovers a practical purpose! Can't agree more with this and the opening post. We need more varied and interesting contracts!
  5. Well, I suppose that's why they want you to test it. Just to make sure
  6. No, I am not using toolbar. I am using this however, in case that might be relevant.
  7. I recently tried this mod out for the first time. Also did the MM-add-SCANsat-to-command-pods thing, but it shouldn't matter I think. Everytime I go out of timewarp, the map opens. What is going on? Does this happen to anyone else?
  8. I'm guessing that they're all pretty motivated to go to space, but once they catch sight of the contraption you built to launch them with ... they get their doubts.
  9. Agreed. I'd prefer to have more planets and moons instead of a new solar system. I really love this addition. Sadly had to uninstall it again, because Planet Factory still has some problems, but that's how I imagine the system should be extended like before we start thinking about interstellar travel.
  10. That should not happen. How many did you use and what does your ship look like?
  11. What. Are you sure you are not an actual Kerbal?
  12. This is the "Meganeura". Fully reusable SSTO spaceplane, made almost exclusively from B9 parts. Can carry at least 50 tons of payload to and from LKO, with proper piloting and some optimizations probably more than that.
  13. I just take the front wheels out of my "brake" action group
  14. It is. Especially when you forget to do it before launching a rocket, need the map view in the middle of your ascent, and then have to waste a few precious seconds until you can see where you are going...
  15. Currently, this. I used to have more, but from time to time I had to remove some to keep my RAM from exploding. RIP old crafts. I should take a look at this Load on Demand mod...
  16. Seriously, what's with this pointless discussion. If something is "around" something else, that doesn't mean it's orbiting it. Now I'm not a native English speaker, but, especially when taking the text in the first post into account, it's unambiguously clear to me what Skyler4856 means. The KSC detects (= the game spawns) asteroids only near Kerbin currently. He wants the ability to detect (= the game to spawn) asteroids near other celestial bodies too. They don't orbit Kerbin, unless you actively change their trajectories. They wouldn't orbit the other celestial bodies. (Unless etc.) That said, that's also something I'd like to see.
  17. Some time ago I "cleaned up" my KSP install by removing a few mods/part packs I didn't use anymore and updating some of the other ones (maybe installing one or two new ones too, I am not sure anymore). Then I installed this mod and KSP Interstellar and ever since then I am getting an annoying bug: every once in a while when switching scenes (or from one craft to a different, far away one), Kerbol disappears. Along with all the stars. KSC then looks like at night except with all the lights off, and ships in space are floating in a great black void. To fix this, I have to restart KSP. I don't know if this is caused by Planet Factory, if it's Interstellar, if it's an incompatibility between them and one of the other mods I use, or if it's caused by something different altogether. But Planet Factory seems to me like the most likely culprit, so: does this sound familiar to anyone? Has anyone here had that bug before? It would be nice to know where it comes from.
  18. Thanks, I tried, but unfortunately it doesn't seem to work.
  19. Would you consider making this mod partless, and adding the right click options to already existing parts like all the probe cores, or, following Cpt. Kipard's suggestion, the antennas? This is a mod I'd love to use, but I've learned to strongly dislike having to install custom parts on my ships for mod functionality that doesn't really need them. The reason being that should I decide to uninstall such a mod at some point in the future - be it for compatibility reasons, me just not needing it anymore, or (in the case of larger mods) saving RAM - all crafts I used it on will get deleted from my save. The only way to work around that is manually editing the part out of the save file before removing the mod; but that's an arduous task, especially given the fact this mod exists for the purpose of piloting entire fleets of many ships. The mod has no lasting effect on crafts, so I see no reason for crafts that used it once to be permanently bound to it. They should still work fine without it.
  20. Or simply for players who like their game especially realistic.
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