Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

removed the custom tech tree! more limitations?

add kerbal economy so we need to earn that science
- 6 (60%)
add mission controller so we have some program in it
- 1 (10%)
don't do anything it is already a mess we just want to toy around
- 3 (30%)

Total Members Voted: 9


Pages: 1 ... 9 10 [11] 12 13

Author Topic: Kerbal Rocket Surgery: Rebalanced community game  (Read 14352 times)

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #150 on: December 17, 2013, 07:17:32 pm »

Hmm.
Just tried to start a new career game under .23. Either the base game is now broken as hell, or something in our mods is.
Parts tend to spontaneously shed their connections. Even the extremely basic Pod, fueltank, engine craft loses all connected parts when it's put on the launchpad.
Started a game in sandbox, and even the Squad crafts were falling apart on load. The airstrip was almost as bad. Loaded up the Aeris 4 (or whatnot) and while one engine fell off, the other two were apparently fine. Tried taking off... never moved. Brakes were off, jets at full throttle and throwing out lots of exhaust (>240 combined KN) but not budging an inch. Yet, somehow, I was hovering just above the ground. Color me completely lost I suppose.

In other news, I forgot to uncheck the keep updated box, so I'm now on .23, and can't be a part of the game until/unless we migrate to .23 as a whole.
Craft loading times (and in-flight lag) are a tad ridiculous. My basic rocket was loading as if it had 100 parts, and the decently sized rocket I tried first (not knowing crafts are FUBAR atm,) had maybe 60 parts, and loaded like it was approaching 300+.

Also, incase it hasn't been seen: http://www.reddit.com/r/KerbalSpaceProgram/comments/1t47tl/wip_list_of_known_working_and_not_working_mods/
Should help with picking a new set of mods, or knowing which one's wel'' have to wait on to migrate to .23
I'm not sure what actual mods we *have* to move with (as dictated by the in-flight craft) but I know we've got some very non-standard parts in orbit, so we can't bump back to plain vanilla without losing at least the communications network. (Unlocked parts may mean the whole save is basically invalid.. dunno.)
Logged

ank

  • Bay Watcher
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #151 on: December 18, 2013, 04:20:34 am »

Can't you just download a new .22 installer?
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #152 on: December 18, 2013, 01:16:58 pm »

grabbing!


let end the round and check mod being updated.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #153 on: December 18, 2013, 02:48:57 pm »

Logged

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #154 on: December 18, 2013, 04:07:31 pm »

Can't you just download a new .22 installer?
Since I'm on KSP through Steam, not legally, no.
Logged

ank

  • Bay Watcher
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #155 on: December 19, 2013, 06:37:03 am »

Can't you just download a new .22 installer?
Since I'm on KSP through Steam, not legally, no.
Well, now I'm glad I didn't convert to steam.

I'd recommend you go to that other bay, since you already bought the game.
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #156 on: December 19, 2013, 06:51:51 am »

looks I got a mod mix that makes it playable on .23

stay tuned!
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #157 on: December 19, 2013, 07:11:55 am »

notable changes:
removed the custom science tree, kept the progress.

I was playing with this kerbal economy mod, I left it included. makes science convertible to money that is used to pay rockets.
rockets can be recovered.

I'll put up to vote whether to keep it or not.

.23 mods:
https://www.dropbox.com/s/ncq5chc9ijw60xe/GameData.zip
remote tech beta
navball alignment indicator
enhanced navball
ferram aerospace research
engineer
deadly reentry
procedural fairings


cleaned save:
https://www.dropbox.com/s/gp8xftglv2s4en1/KSP%20Rocket%20Surgery.zip
« Last Edit: December 19, 2013, 07:26:29 am by LoSboccacc »
Logged

ank

  • Bay Watcher
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #158 on: December 19, 2013, 11:59:46 am »

Grabbing!
Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #159 on: December 19, 2013, 02:03:45 pm »

p.s. removed kerbal economy from the time being. upddated op with mod pack.


and remember, some of it is beta  ;)
Logged

ank

  • Bay Watcher
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #160 on: December 19, 2013, 03:44:35 pm »

Dammit, I already did the mission with economy.

Actually I like it a lot, I think we should keep it in.

Save is here

Included is the ledger file from economy.

Story is here

I unlocked fuel systems and the poodle engine, and then went to Minmus and brought back 700 science, so that's something.





Logged

LoSboccacc

  • Bay Watcher
  • Σὺν Ἀθηνᾷ καὶ χεῖρα κίνει
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #161 on: December 19, 2013, 04:25:09 pm »

I like the economy plugin, forces you to think more about bringing back stuff.

But it is frustrating at earlier levels where you can't reach anywhere. Now it is fine however.
Logged

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #162 on: December 19, 2013, 04:38:01 pm »

Can't you just download a new .22 installer?
Since I'm on KSP through Steam, not legally, no.
Well, now I'm glad I didn't convert to steam.

I'd recommend you go to that other bay, since you already bought the game.

I considered it, but then decided not to revert to that after several months of enjoyment pre-purchase.
Logged

n9103

  • Bay Watcher
    • View Profile
    • My Steam
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #163 on: December 19, 2013, 05:14:08 pm »

I'm opposed to an economy that trades science for cash if it doesn't provide a limitless (if very slow) way to generate research. (Assuming that science doesn't trade for obscene amounts of cash. One mission to the moon's worth of science shouldn't fund all your planetary landing missions.)
A Science-generating module in orbit that provides for a Mun mission every month or so would be acceptable. Slower than that would become an artificially restrictive boundary, leading to waiting on the launchpad for months at a time pre-launch, just to grind points. Faster would question the use of it at all.

I suppose overall, I'd lean away from incorporating it until/unless Squad decides to implement it.
I have to agree with their standpoint on moving away from grinding resources. Grind != good.
OTOH, I'm glad things like Kethane exist.

E: loaded up the save... Am ashamed. My relay network is all suck and not remotely equidistant anymore. Looks like I'll have some maintenance to do when I grab the save.
« Last Edit: December 19, 2013, 05:30:04 pm by n9103 »
Logged

ank

  • Bay Watcher
    • View Profile
Re: Kerbal Rocket Surgery: Rebalanced community game
« Reply #164 on: December 19, 2013, 06:25:54 pm »

But we don't need limitless science. This mission I just did cost 80 science and nettet 700, and there is many more times the science needed to unlock all the tech, available on all the different worlds and moons.
You are think that we will run out of science at some point, but we won't!
Logged
Pages: 1 ... 9 10 [11] 12 13