Onigato

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About Onigato

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    Curious George

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  1. Onigato

    What was your first KSP easter egg that you found?

    Huh. I could at that. I first flew past it in 1.1 or 1.2.
  2. Onigato

    What was your first KSP easter egg that you found?

    My second, since the monolith doesn't really count as "discovered", is deep in the heart of the mountains west of the KSC. I was doing a low fly-over through one of the passes headed for the desert, in a single Juno airplane which explains the lack of altitude, and got a little alert saying I'd found something. Intrigued, I circled and never really spotted it directly, and never really managed to land nearby. Three major aircraft crashes later, I just gave up trying to find it properly.
  3. Onigato

    [1.3] - Modular Kolonization System (MKS)

    And that would be my derp. Thanks, I've got a Duna Logistics en-route now, 5 Kerdays to intercept with Minmus, and about 2500 dV on the transfer stage, and another 1500 in the "landing" stage. I *may* have over-engineered it just a little bit. Maybe. But that transfer craft can move a 2.5m cargo Kontainer full of Machinery or MatKits with a few hundred spare dV on landing and a direct from ground to Minmus launch. *shrug*
  4. Onigato

    [1.3] - Modular Kolonization System (MKS)

    Need a bit of assistance. I've got a basic base on Minmus, with a Duna Pioneer, and Duna Agriculture modules, a few Ranger hab and agricultural module, and a BUNCH of storage. All the storage is set to Planetary Warehouse, but nothing is pushing to PL. Three two-star Engineers, one three-star Scientist, and one two-star Pilot are on the base. What am I missing to be able to push product out to PL? I know to pull I need a logistics module, but I thought pushing was universally accessible. As a secondary concern, on saving and reloading any resource lodes blow up, regardless of how much they had left on saving. I can attach one on to the base, and save immediately, then exit, reload in, and the lode will just explode as if it had all been used up. It won't have processed the materials, unless I'm in physics range. I'm still testing but it is possible that the effect also occurs if I leave physics range and let time run. It's exploding and not processing the catch-up first.
  5. Onigato

    New Messages update 1.4.2

    Honestly, the spam would just go away if Squad reverted the alerts back to the older "only if all conditions are met" completion. This feels like either a debug feature that got left active in production, or a "feature" that didn't get tested at all.
  6. The shadow to land only works if you are landing in sunlight too. Darkside, no shadows. Now, I personally love KER, and always have it sitting somewhere with an "Altitude above Terrain" HUD somewhere, but it's technically stock accessible.
  7. Onigato

    New Messages update 1.4.2

    So, when does 1.4.3 drop to fix that?
  8. Onigato

    New Messages update 1.4.2

    Thirded. It's not every contract, it's not every check-mark, but it is happening for things like "Place a satellite in orbit of Mun", and then triggering "Be stable for 10 seconds!" on my rover. On the ground. 20Km from the KSC.
  9. But the radar altimeter is available inside the Mk-I Command Pod, from the moment you start a career. We're doing SPACE!, a certain level of base technology is assumed. Heck, without some serious finagling, every aeroplane made is a jet, well past the WWII tech level. All we're asking for is the ability to see radar altimetry outside of IVA. I can understand having an unlock or at least a component for probes to have radar altimeters, but anything Kerballed already has it, from launch 0.
  10. Thirded. Radar altimetry as a toggle-able, manned OR probed would be of great use, especially if it automatically switched from MSL to AGL (or AGL to MSL if you're going upwards) at 1000m. The functionality is already part of the stock ships, but like the OP stated, inconvenient to see sometimes.
  11. Onigato

    [1.4.1] Ground Construction

    May you gain the use of Skuld's bug-hammer in tracking this thing down. I'll have to try launching the original copy back at the runway and hyperediting it into place. C'est le vie.
  12. Onigato

    What did you do in KSP today?

    Fully Automated Landing Capable Orbital Nexus. It ain't funny, but it is a pretty good backronym.
  13. Onigato

    What did you do in KSP today?

    Any landing you can walk away from... Mission: Success!
  14. Onigato

    [1.4.1] Ground Construction

    I'm having a bit of a problem with GC crashing to desktop when deploying a completed DIYKit. I've tried deploying from the MKS workshop that built it, and by having an engineer fly over and manually deploy it, both do the exact same thing. It gets the "Launching" message across the top of my screen, as expected, the finished vessel spawns, and then KSP crashes to desktop with an "Oops" dialog box. KSP works just fine until I try to deploy the kit, so I'm assuming it's either something on my machine (it's not exactly beefy) or the mod, and I need expert eyes. Current mods list: KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 7 Service Pack 1 (6.1.7601) 64bit 000_AT_Utils - 1.5 USI Tools - 0.10.1 Community Category Kit - 2.0.2 Community Resource Pack - 0.8 ConfigurableContainers - 2.4.1.1 Firespitter - 7.6 GroundConstruction - 1.2.1 Kerbal Attachment System - 0.6.3 Kerbal Engineer Redux - 1.1.3 Kerbal Inventory System - 1.9.6571.274 KSP-AVC Plugin - 1.1.6.2 SCANsat - 1.1.7.6 StageRecovery - 1.7.2 Kerbal Alarm Clock - 3.8.5 USI Core - 0.5 Konstruction - 0.3 USI-LS - 0.7 MKS - 0.53 Waypoint Manager - 2.7 OSE Workshop - 1.2.3 [x] Science! - 5.7 The only one not absolutely up to date, according to AVC anyways, is ConfigurableContainers, and I'm 90 percent certain the kit being deployed doesn't have anything from that mod anyways. Help me Kerbal-wan Kernobi, you're my only hopes! At least for continuing to use DIYKits.
  15. I fourth this motion, Quit to Desktop would be a lovely feature on the pause menu.