Daelkyr

Members
  • Content count

    291
  • Joined

  • Last visited

Community Reputation

498 Excellent

1 Follower

About Daelkyr

  • Rank
    IVA Enthusiast

Recent Profile Visitors

2516 profile views
  1. Look man, all I see is a bunch of complaining about what you want from this mod in the above post. And the authors' of this mod have said numerous times that they will not support things like life support or or engine plumes or rescales. All of the support has been provided by players that wanted to see those things in BDB. If YOU want more robust TAC-LS support, YOU must do the heavy lifting. Coming into the thread to mention a bug or error like several people did up thread is are legitimate posts. When you slide into here (as you do with thread after thread) and denigrate mods for not having features you want and then ask for those same features you want is rude and un-supportive of all the hard work mod devs and the numerous players who have added patches do. Please, sit down and work on the cfg's for mod support you want and then post them here or on the github. But don't demean mods because they don't have features you want and imply, insinuate, or straight up say that the mod is terrible or feeble because it didn't cater to what you wanted.
  2. I imagine it is. I'm currently working on a Kerbalism patch for BDB and having to do a lot of life support balancing and tweaking (not to mention about a zillion KSP restarts). But since BDB isn't catering to you or I, I suggest you get busy with the spreadsheets and Notepad++ or move on to a mod that already meets your needs.
  3. It seems that part of the problem I'm experiencing is that Kerbalism isn't actually adding the RESOURCE to the parts. When I tooltip over a command pod in the VAB menu, there is no actual Food/Water/Oxygen included in the part. It seems that Kerbalism is adding them to the part after the fact so I can't adjust the amounts via patch.
  4. @ShotgunNinja I've been puttering around with trying to make Bluedog Desige Bureau but I've run into a problem. I realize that the Default profile sets command pods at 5 days worth of consumables per crew member possible. But I see no way of changing that value short of updating the Supply for Food, Water, and Oxygen by creating a new profile. If I try to change the values for them using a MM patch such as RESOURCE[Food] { amount = 31.491405 @amount *= #$/CrewCapacity$ @amount *3 maxAmount = #$amount$ } Or RESOURCE[Food] { @amount *= 3 @maxAmount *= 3 } nothing gets updated. Is there some way to get a MM patch to be able to change a Supply amount on a part thru MM patch or is that not possible with Kerbalism?
  5. It's "balanced" to stock proportions. Meaning that it's ridiculously overpowered for Stock size solar system. 2.5x ~ 3x rescale will put you in the sweet spot, as you've already found.
  6. @Beale Your not going to make octagonal docking parts, right? That would be crazy.
  7. Interesting to hear. Can you post screenshots? The Vostok capsule actually had the same drag module as the Mk1 capsule.
  8. Feel free to listen to some glorious music while perusing the album.
  9. Yes. Just the MODULE{...} stuff. You need to make sure to not add other brackets though.
  10. @Abrecan Try making this a .cfg file.
  11. @Beale If there's on part I'd love to see sooner rather than later, it would be a Soyuz/VA Launch Abort Tower. There are a lot of failure mods calling to me.
  12. This is a very cool looking mod. I'll have to give it a try in a play thru.
  13. An odd question that might be better served in a different thread. I was trying to use Scrapyard the FMRS (@linuxgurugamer's recovery mod). When I land the first stage of my stockalike Falcon 9, FMRS says that the parts are recovered but ScrapYard doesn't show them in its inventory. Is getting these two mods to work together a possibility (I realise you two have worked together on Stage Recovery/FMRS recently).