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amorymeltzer

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Everything posted by amorymeltzer

  1. Bumping this in case anyone smarter than myself can throw this together for 1.0 compatibility. It was a great mod!
  2. Don't know if this is possible, but could the air intake options (usage, etc.) only show up if there's something that can intake air on the ship? I like having some of 'em up for planes and the like, but it's a waste of space for a straight-up rocket.
  3. One thing that's been really heartening to see in all the major reviews is how pretty much everyone latched onto the idea of the Kerbals themselves being integral to the success of the game. I don't think it's too far to say that those little green idiots are responsible for a lot of the culture behind KSP. Squad really hit it out the part with them.
  4. There was a mod that did just that, called Champagne Bottle. I loved it! It's been out of date for a while, but the source is available...
  5. My favorite accident was to use a strategy to lower vessel part cost, but then recover it at the launchpad for full value. At high commitment levels and expensive vessels, it was quite a cheat. At least, it worked in 0.90, not sure if you still can do it.
  6. Once I get the tech tree mostly done, I'll usually have between 5 and 10 at a time. Kerbal Alarm Clock is obviously required for this sort of thing, but I like running a lot of stuff at once. I'm a bit of a completionist, and I like having crews maxed at experience, so there's always plenty to do! Not always transit times, I'll usually have two or three to the Mun or Minmus at once. Plus, every planet and moon needs scanning and at least one station...
  7. You can also just use KER in the VAB/SPH to get the initial numbers right, then fly stock. I don't use KER (or MechJeb) in flight until I've "earned it", but I figure it's safe beforehand to figure out numbers, especially the stage-by-stage stuff.
  8. Perhaps something like Directed Contracts or Directed Science? "Field Research" sounds more like something new rather than making contracts more productive.
  9. Oops! Ya caught me. It's this: https://github.com/panicsteve/cloud-to-butt I've got a lot of these things installed, I just sort of forget about it sometimes...
  10. Ditto. I always forget how beautiful the game actually looks... And congrats Fraggle, well done! Onward to the Mun!! (or Minmus)
  11. First thing I did was edit my savefile so Val is first in the pecking order and Jeb is fourth. He got bumped down a notch, but is now the leader of the second-string crew. Lucky for him though, Val, Bob, and Bill are currently on a long trip to Minmus, so Jeb is wrackin' up flight time.
  12. Not to promote myself, but if you can handle perl I made a script that should report everything for you: parseScience.pl. Ignoring asteroids, there's something like 500 each for Landed and Splashed and around 300 for FlyingLow and FlyingHigh, give or take a few dozen. And that's not even counting the KSC "biomes," although it IS for every science experiment known to Kerbalkind.
  13. Any chance for the ability to resize the HUDs, or at least shorten the words and spaces between them and their values? The HUDs are simple gorgeous but with my small screen I can't help but overlap on something else. Thanks for all the hard work on this bad boy!
  14. Wouldn't mind this either - I have no idea what that stuff even means!
  15. Not 100% sure this is MechJeb, but (using v2.5-455) I just got a weird LIFTOFF flight event. I entered the atmosphere and was burning up some extra fuel, and forgot that I had MJ's autostage on, so after I ran out of fuel it kicked off the decoupler, which apparently gave me the liftoff event. Don't think I've seen this before but I don't usually check. Link to KSP.log The relevant part of the log is around 17:52, roughly line 10,300.
  16. Rover wheels, so I can get all that sweet sweet KSC science!
  17. Awesome plugin! Minor note: On KerbalStuff, the Website link directs to [removed link to defunct website] which is clearly meant to just be the forum link. Thanks for the mod!
  18. I used to do multistage planes because landing is hard anyway, it's easier to explore Kerbin in a plane, it's easier than landing, and you don't have to save half your fuel to get home. Plus, you don't have to deal with the hassle of landing!
  19. That's intentional. The 1.0 update introduced new behavior for SAS which automatically puts it in hold when your movement or the target is likely to change rapidly. The perfect example of this is when landing on the Mun or Minmus. You'd have your SAS set to retrograde, but if you accidentally overshot by 0.1 m/s your rocket would flip over to point down, then back up again as gravity caught you. Same for when you land and aren't moving - weird things happen there. Because your relative speed to your target is almost 0 it's flipping off, but you appear to be hugging the line between on and off. If you get it up to 0.3 or something I bet it'll stop. Honestly, I'm surprised you even had the option - I didn't think it'd give it to you at 0.1 m/s. Maybe because the ships are large?
  20. I'm seeing this. Orbiting Kerbin and planting a flag on the Mun gives you 7 XP total, just shy of enough for level 2, but my crew on return registered 2 and even 3 stars. So far I think it's mostly only when jumping to a ship via Kerbal Alarm Clock, so not huge. I still think this is the greatest thing, thanks so much for it.
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