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boberts314

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Everything posted by boberts314

  1. As a__gun said, the salient point is that NavyFish's mod *doesn't* have this specific functionality. Any other form of similarity is pretty much irrelevant.
  2. Is anyone else finding that the Ludo blimp produces very little lift? All I've got on it is a pod and a goo container, but I can't get off the pad. Alternatively, are there known issues between blimps and FAR?
  3. I like that this is happening. Proper thermodynamics and Deadly Re-entry could get kind of Fun.
  4. If it's the same issue that sometimes affects struts, then I find that zooming in on them sometimes seems to help. Maybe it just makes it the sweet spot larger and easier to find?
  5. I just wanted to post my appreciation here. It may just be the weight of the objects I was moving, but this is the first robotic arm I've used that didn't result in a bunch of physics rubberbanding that ultimately tears the ship apart. And I think using the KAS winch as an effector might actually be working in the mods favor. It's certainly more adaptable that way. Regardless, thanks nothke.
  6. Can the file containing those lines not be edited manually then? I'm in a conversation with some forumites who feel that MM shouldn't be used by modmakers. I'm trying to understand their complaints, although the arguments seem questionable to me.
  7. A question for those of you better acquainted with how this mod works: Is it hypothetically possible to install Deadly Reentry without using Module Manager, or is MM being used for more than .cfg file editing here? I actually consider the B9 parts to be kind of overpowered. The weights are about right I think, but the amount of fuels that the assorted parts carry seems sometimes almost comical compared to vanilla parts of the same volume. I'm thinking that when the tech tree comes out I will put them toward the top.
  8. skykooler, I dare say I've now got you pegged as the ambitious sort. Would Kerbtown allow this sort of thing to be generated from in the game? I'm thinking of like a part that when activated would "construct" a facility like a mass driver or launchpad or spacedock at its location.
  9. IonCross also complements RemoteTech rather nicely. Probe missions are unreliable and can't adapt to changing circumstances quickly, manned missions require good planning and provisioning. Each craft type has its downsides so the choice between the two is actually significant when compared to vanilla.
  10. Is there any limitation involving speed or gs on the ejection module? A couple of times now I've had a mission go up and found that the ejection module won't activate on the way down. Yellow? I'm not sure what you mean.
  11. I presume you're aware of the EVA life support thing that Fel made? I've just been using it since it integrates perfectly with IonCross.
  12. Nice! Once that works out I'll have a way to replace Rovermate. I hadn't seen anything that replicated those functions, and I don't think RM is getting anymore updates. :|
  13. Deadly Reentry? I've got the files for that but I sort of never got around to installing it... I'll try adding it tonight.
  14. To the three above: Edit: Well nevermind me then. Disclaimer still applies! >_> Disclaimer: My knowledge is up to date as of KSP .20, so changes in the newest version are not accounted for in this explanation. Boberts314 LLC takes no responsibility for bodily injury resulting from following this advice.
  15. I'm don't want to read overly much into it, I know he's just trying to deal with technical issues on his end. It's not that I'm trying to start more internet yelling matches, but until now I've been able to regard module manager as a flawless victory. Despite having a silly number of mods installed I've only ever had one issue with MM, which was the now fixed conflict with the B9 pack. It not only allows me to make drastic and numerous changes to both the base game and other mods without ever having to open a .cfg, but I can remove those changes just as easily and without ever having to worry about restoring backup copies to a dozen different folders. And on top of all that it's so understandable that even I can use it. I've added Ion Cross to every manned capsule, and almost all my bell and whistle mods like TAC fuel manager and Chatterer are integrated into my command pods and it's glorious. In short I'm very interested in what conflict he's having, because I've been trumpeting mod manager as the gold standard and if there's a reason I shouldn't be then it'd be negligent of me to ignore it.
  16. Why not just make your own configs then? And what is it that it's not playing nice with? I'm sort of befuddled by all this, it seems like you're telling me I (and probably a number of others) need to go learn scripting so that you don't have to do it.
  17. Oh thank goodness. I've not had nearly the issues I used to since I learned to put something between the engine and the tanks, but I still hate that you can't see the engine icons on the map screen.
  18. Would it be possible to get the breathing to not play below a certain altitude? I've got a line from an EVA life support mod that keeps kerbals from consuming oxygen if the atmosphere is oxygen and thick enough, but I'm not sure how to translate it into your mod. I'm basically trying to sync the two of them so that the breathing only plays when the oxygen supply is draining. if (FlightGlobals.currentMainBody.atmosphereContainsO xygen && part.vessel.atmDensity >= 0.7)
  19. How would one switch that model to something else? I'm grateful for the cleanup work, but that lifesaver is too big to fit on most of my ships, and it seems like a good excuse for me to learn a new way to break my KSP install.
  20. The debug feature is broken in the latest version and will return in the future.
  21. I feel almost certain that you can punch [space]+F again and it will cause the parachute to fully deploy automatically whenever it reaches altitude, but I may just be crazy. Like an automatic parachute box? Kind of clever. Maybe you could make it such that the parachute count goes back up whenever a kerbal with one on enters the craft? That would be one way around the parachutes being destroyed when you re-enter.
  22. For some reason I like the idea of the parachutes being a thing that you don't have by default. It sounds like your implementation is the best of both worlds though. I'd recommend a line in the cfg that specifies whether all kerbals will start with a chute by default and pretty much everything else you said sounds great. Especially the part where parachutes have to be bought for individual kerbals in the campaign. . . "No no Delmont, this is Jeb's parachute. Now I need you to make sure and hold the ship steady so that he doesn't hit it when he jumps out, okay?"
  23. The first thing I come up with is a modular KAS winch. Then you'd have a radial mount winch that not only fits perfectly (and prettily) into any size of rocket but can also be moved around from one craft to another as the situation dictates.
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