Jump to content

kerrigan778

Members
  • Content Count

    36
  • Joined

  • Last visited

Community Reputation

2 Neutral

About kerrigan778

  • Rank
    Bottle Rocketeer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It seems like Ven's Stock Revamp breaks this a bit, I don't know enough to know how to fix it. Thank you if anyone can help.
  2. Any plans to make it so oxygen tanks can fail? Given the events of Apollo 13 it just seems wrong.
  3. Also got to say it would be nice to know what caused something to fail. Like a message on the notification saying "x part has suffered catastrophic failure during operation due to an engineering mistake (low quality" or optionally with some sort of flavor message. Having a lot of probe failures during launch that sometimes feel pretty random and I'm not sure what's causing them.
  4. Loving this mod, have two feature requests or suggestions if you care, (could be a single feature not sure), thank you regardless. 1. In real life you have manned rated and unmanned rated parts, they may not last any longer necessarily but they have a significantly lower chance of premature failure, they are built with more careful tolerances and higher safety factors and they are inspected more carefully. Something to this effect can be accomplished simply by not waiting as long for VI on basic probes but it would be nice if it were an some sort of selectable grade. 2. Along a simil
  5. So I'd be happy to adjust a chunk of tank values and send a file your way but the trick is that with WBI Convertible Storage behaving how it seems to the adjusted value will show the dry tank value in the VAB for the part cost which would differ from stock parts. If you'd like me to send you an adjusted value list and call that an acceptable glitch let me know, I don't think I have the talent to figure out how to adjust the WBI Convertible Storage behavior or the game part cost display behavior though.
  6. I'm chasing down a "bug" or balance issue depending on how you look at it, that's causing expensive fuel tanks. Not sure who needs to fix what but this is what seems to be happening. Stock fuel tanks are given a cost in the cfg that is automagically converted to give that cost with the fuel in the tank. For example the X200-32 has a part cost of 3000 which includes the fuel in it, it has a dry cost of ~1500 funds. However parts that use WBI Convertible Storage do not appear to use this rule and therefore their display and cfg part cost only applies to their dry cost. Th
  7. I loved this mod, I don't suppose it would work with Galileo's Planet Pack so I can use it in my current playthrough? I'm assuming that would require someone to create custom resource maps? Or is something built into the community resource pack somehow?
  8. I don't mind cutting both but the rangemultiplier config as I understand it will also reduce all antenna ranges not just the interaction between weak antennas and powerful antennas which is a problem as you need the very powerful antennas to be able to still work with each other. As you said though exposing both limits in a config file would be the perfect solution for me to fine tune my gameplay. For now I got the JX2Antenna from Snark and set the rangemultiplier to .8 on a 3.2x scale Galileo system so that two of those antennas can communicate between Home and the outermost planets but there
  9. Any way to change the limits on the root range model, I am both bothered that pointing a strong dish at an omnidirectional antenna won't change the minimum range of the omni but also do not want a DP-10 to be able to handle anything in the Kerbin system just because I have a half decent listening array. Maybe just limit it to 3-10 times the base omni range instead of 100 or something. Is this handled in a config file or could it be? Thank you for all the work on RemoteTech, I love this mod.
  10. Wow, yeah if that was being actively developed that would just about be my perfect setup for that. Thank you I'll keep an eye on it.
  11. So I love the idea of this mod, I wonder if a future feature could be possible where similar to how Kerbal Construction Time makes parts build faster and more cheaply as you make that part more times this mod could make parts more reliable the more times you use them, especially if you have a failure. Personally I would even get a huge kick out of having to expend resources to study why a part failed to be able to correct the flaw in that part therefore cutting the chance of that part failing again dramatically.
  12. Will this mod work with mods that change the solar system and therefore have totally different biomes? ie Galileo's Planet Pack, RSS, Alternis Kerbol etc... Thank you, love this mod, just hoping I can use it with my current modset.
  13. He was hired by SQUAD a ways back, he kept doing modding work while working there. He then was one of the mass exodus of basically the entire KSP development team after 1.2 came out who all quit SQUAD. He has been on the forums a couple of times since to check on things, I assume he is busy with life. Many mods that were used by RO have either been abandoned or are not ready for stable 1.2 releases yet (1.2 changed a lot and therefore broke mod compatibility a lot), a lot of talented people are still working on getting things back together though but certainly KSP has had a somewhat uncertain
  14. Having the same issue. VOID installed, no icon, nothing, weirdly I swear I remember that when I first installed it it worked fine. Not sure if just restarting it broke it or if I installed another mod that broke it. Initialize engine version: 5.4.0p4 (b15b5ae035b7) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [C:\WINDOWS\System32\DriverStore\FileRepository\nv_dispi.inf_amd64_3baaab0007230109\nvd3dumx.dll 21.21.13.7306] Renderer: NVIDIA GeForce GTX 770 Vendor: NVIDIA VRAM: 4062 MB (via DXGI) Caps: Shader=30 DepthRT=1 Na
  15. This mod desperately needs a limit on deviation from prograde ie AoA, I'm running 64K with FAR and the mod effectively does not work as it will try to correct the heading too far and stall the rocket out causing it to flip and tear itself apart under aerodynamic stress. Maybe stick that in as a parameter and have it check Max Q value and adjust to prevent Max Q from getting too high? May or may not be that easy in FAR though as the control surfaces could stall and go past the point of no return while the aerodynamic stress is still relatively low. But regardless, a limit on AoA would solve it.
×
×
  • Create New...