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Everything posted by XLjedi

  1. Two weeks was just the amount of time it took Hebarusan to put a like on my reply... I didn't want it misinterpreted as I was somehow directing my comment at the OP for dredging up a topic he was unaware of.
  2. Prefer not to have my posts used to shut down threads... nothing I can do to stop it. I get necro notifications every time he does it. But at this point we've managed to hijack the thread, which I don't care for either.
  3. No... I mean don't quote my posts as some sort of passive aggressive necro-hammer to crush threads before they start. If they want to talk about it... let em talk. If you don't like the topic; just ignore it.
  4. For me, it would be nice if the research were a bit less generic. I would propose the generic "Science" be replaced with tokens earned in maybe 4-6 different disciplines. Then have a branching tree where the items on the tree cost a combination of the various tokens. Maybe no item cost more than 2 or 3 of any discipline token?
  5. ...but is that the Mothership from Homeworld? Is Eve Online somehow tied to the Homeworld storyline?
  6. I don't care to have my posts periodically dredged up like this...
  7. There are two concepts the file covers with regard to part scraping. I pull the part info from the craft file of course, but I also have code associated with the "parts" tab that scrapes all part data from the game itself. Let me know if you have any questions on either. The "Files" tab also includes code that pulls all subdirectories from a give directory, which helps tremendously in that respect. So I guess there are three tools at play. I suppose a first step in your case would be to make sure the "E:" file reference at the top of the "Parts" page is correct for your director
  8. @Cruesoe I was able to confirm the file still works fine with the latest version of KSP. I was able to load a 1.11.1 craft file without incident. I'm using Office Pro 2010 When I have had problems in the past it was most often caused by not updating the craft file folder extensions correctly. That would be the first place I would look. Do you have the file directory structures correct for the craft you want to analyze? I do have a version of O365 that I will also check with the same 1.11.1 craft file just to make sure it's not something wonky with Excel.
  9. Never tried to run it on O365. I haven't tried it lately, and there have been a few updates to KSP. So let me see if my version even works.
  10. OP was thinkin: "Yeah, I'll be too busy applying for colleges and reviewing test results with my teachers." I was thinkin: "Yeah, I'll probably be too busy applying for AARP and reviewing test results with my doctors."
  11. The threat is actually from non-space games... which are now beginning to dabble in space. Question is, will they employ orbital mechanics?
  12. Keep in mind, these are comments coming from someone who is a pretty big fan of KSP.
  13. Because in more advanced sandbox games... You build the interior of the craft, program dials on the dashboard, build your own navigation systems, design deck layouts, electrical systems, piping, you build the engine you need using engine parts, you program HUDs to show you what you want to see. You wander around inside of your creation performing tasks to accomplish the mission. ...sometimes with friends on board. You work on huge craft with robotic parts and hinges that allow you to deploy and retrieve craft from the hangar bays of your ship. Comparatively, In KSP... You
  14. Hard to say... I'm half-afraid that by the time it's released, other (better?) sandbox games will have my attention. The system of large pre-built parts seems to be sliding toward obsolescence, if not already there. ...they still got cuteness going for them though; hopefully they don't lose that along the way.
  15. Sure, you can make that. You'll need reaction wheels for yaw control and the craft will just be slow.
  16. The right way to make a conventional tail rotor helo in KSP is to not bother starting... They are at best clunky. You can create something (I have) and it won't work well, and maybe you land it on a helipad or two around the KSC. ...so toy quality with little mission usefulness for KSP rescue ops is what you end up with. The most mission capable rescue helos in KSP that I've been able to make are coaxial designs, no tail rotor, and jet propulsion with reaction wheels for extra stability and yaw control. They can hold hovers, and land on boats or water and travel several hundred
  17. Positive buoyancy sub deployed via seaplane (Mk3 Cargo). So a viable option for interplanetary delivery. All my craft are on KerbalX https://kerbalx.com/XLjedi/UV-14-Barracuda
  18. Which vessel is it? ...all of them? I think in one of the updates they adjusted a docking node or something and I may still have access to the old part name, but if you only installed recently you may not have the older version of the part. I will go thru and see if I can locate which craft might have the deprecated ports. ...but if there is one you'd like me to look at first, let me know.
  19. My helipad looks like this right now... for some reason? As for my craft, which one gives the unknown details message? ...and what version of the game are you running? I only recently updated my two helos for the latest 1.10.1 version. The aerodynamics must've been tweaked a bit for 1.10.1. I was getting a slight roll to the left on my smaller helo that I had to counter with a bit of elevator trim, and the top speed seems to have improved by 5 m/s. Could be the higher speed caused roll to become evident that I didn't see previously.
  20. The "H" and yellow markings on my Admin Building helipad are missing now. The VAB helipads appear to be fine. Anyone else notice this? ...or is it just a glitch in my install?
  21. Wow... I had to read all the way to the bottom of that HUGE list of bugfixes to see this one: Fix lock/unlock of robotic parts not working when fired from an action group. Does this mean you also fixed the docking ports not docking or undocking via action group when both ports are on the same ship? I have a feeling custom doors and ramps are still not viable. ...but will be the first thing I test. Edit: nope, docking port bug is still there. That's a shame...
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