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About Tybot

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  1. Question, trying to finally delve into this for my modded career save. I know size and density multipliers are randomized and that asteroid classes are rendered meaningless. (A fact I lament but that's besides the fact.) Once tracked, is there a way to check what the mass of an asteroid is without having to visit it first? Having to send out a probe for every rock I find with no indication as to which ones are small enough to actually work with will get expensive.
  2. Tybot

    [1.3] - Modular Kolonization System (MKS)

    If you mean a minimum concentration, yes. Except I do believe it's 5%.
  3. Tybot

    [1.3] - Modular Kolonization System (MKS)

    I'm trying to reach an understanding behind the general logic of efficiency parts. I get the basic idea, lower tier parts assisting in the production rate of higher tier, I'm wondering about generally how much of an advantage it gives you over having them work independently. Is the point to just consolidate your lower tier production at a 1:1 ratio, or is there a point where adding efficiency parts becomes more advantageous than simply adding more production? AKA, if I ship a Industrial Refinery would it be a waste not to tack on a couple Smelt-o-matics to boost efficiency? Should I be looking to add efficiency parts before adding more Refineries? Once I understand that I can wrap my head around the math much easier.
  4. Tybot

    [1.4.1+] Vessel Viewer Continued

    You sir are a gentleman and a scholar.
  5. Do we know if construction ports are working as intended? I consider myself to be a fairly smart person and yet I for all I try can't get these things to snap to any non-0 angle, if at all. It makes me frightened and confused and my poor masterpiece (read: marginally above average) science station is suffering. If this winds up being a mod conflict of unknown origin I may cry. As I start yet another save and neuter my modlist. I'd actually be most happy if it was due to my own mere incompetence.
  6. Is this the same as it's always been or made complicated by 1.2?
  7. I can only get them to snap if the two docking ports are rotated to be aligned relative to each other (ie, both ports' "up" is pointing in the same direction). I currently have a station that has parts rotated at wrong angles. User error is a possibility but I've tried maybe 20-30 times while changing settings around but try as I might I can't seem to get anything to align 90 degrees to the right with snap on.
  8. Also got an error after updating. I've done no manual edits of my save.
  9. Tybot

    [1.4.1+] Vessel Viewer Continued

    Is it expected that the Heat and Drag passive overlays don't display anything but a value of 0? Both don't change for me even during reentry for either IVA or window.
  10. Well @linuxgurugamer maintains both now (along with several others), so hopefully as he knocks mods off his checklist he'll get to VesselView. RPM + VV really ads a whole new dimension to the game as it gives you the ability to do so much in IVA.
  11. There is Vessel Viewer which also integrates into RPM but it has yet to update to 1.2.
  12. I don't know if I've fully tested this, but I believe if you have a part set via 'Control from here', the vessel that contains that part is the one that persists. Try setting control on the cockpit of the vessel you want to keep before undocking.
  13. Yup, if players want to fine tune their trajectory they can take control of the stage and set it up themselves. Such maneuvers would likely happen well above the altitude they unload and trigger the reentry check. It would mean any landing in a poor biome would be bad, powered or not. But that's a worthy sacrifice for simplicity. Would the configuration part be an area someone could help you with? When and if the time comes.
  14. Would adding part dependency make development considerably more complicated? Maybe a check for any part that uses or stores LF or LOX as a resource, rather than a manual list that would make more work for modded parts? Just thinking out loud.