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Lupi

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About Lupi

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    The Cow That Jumped Over The Mün

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  1. All good things, as they say! I don't think anyone could've dreamed of this back in 2011. Looks like KSP's really getting the best sendoff it could ask for in this final update, so many serious improvements to the game that really take things to the next level. Wishing y'all the best as you move on to KSP2, and wherever else you may go!
  2. I'm not sure if this goes in the main Waterfall thread or in this thread, but when I installed waterfall+this config pack, weird things started happening. On vessels I already had out in the world, some of my engines were getting unbound from their action groups, and nuclear engines were being given one of their shrouds on. I've long since recovered the two craft that had weird things happen with their Cheetah engines coming unbound, but I DO have a quicksave for the nuclear engine shroud. I'd encountered the shrouds reappearing ages ago when I experimented with ReStock, but thi
  3. Ah well, that's news to me! Good to know.
  4. Kopernicus is hard coded to prevent loading in versions the dev hasn't confirmed it works in.
  5. From a lore perspective, there is almost no blood relation between the canon poodle, and this model, other than being vacuum optimised rocket engines. Frankly, it looks like a monochrome Cheetah with a boattail. From a game design perspective, I can understand the argument for making it a variant, but I think it was not the correct decision. Especially if it gets the compact variant I would expect it to have. The community was not happy with the lack of variants on the mainsail and skipper as originally shown, requiring them to go back to the drawing board and perform su
  6. I believe Portal 2 actually did this! I haven't had the time to mess with the mod yet, but i saw this comment and wanted to insert that fact. The Portal 2 soundtrack in game is modified somewhat procedurally, tracks layering in and out, advancing as you go through a chamber, if i recall correctly.
  7. Oh yeah, that was the biggest thing that allowed this to work. That lil spaceplane on the runway in the last pic, Raptor, it launches in the fairing like you saw there. I even made sure to have the crew arm line up with its top hatch (the inline docking port) on the pad even though you cant see that.
  8. While i appreciate the recommendations, I would suggest everyone read the words that IMMEDIATELY followed "starliner" in that post of mine.
  9. The elevator extension pieces, whatever they're properly called, were the biggest part of making this work. They're apparently coming soon, I'm on a dev version because I was the one who kept requesting them so I could do this. The rest is a bunch of kitbashing, like i used the small crew elevator pieces to create the sorta "roof" for the arm in the retracted position, the medium uh... i forget what that is, i think it's one of the tall sections of just service tower, to complement the elevator tower and make it thicker, et cetera. it took inspiration from the sheer wonkiness of the starliner
  10. Exactly. You generally don't go out and make a thread of your own for this, it's best practice to contribute in the thread of the mod(s) in question. I think that's what people do for forks of KER and such.
  11. That seems right, i had a bunch of rescue kerbals i sent to that base who said they were 1-star, but it required me to train them to 1-star anyway, and then it let me start training towards 2-star.
  12. If you wanna spitball more, i think we're in a discord together! So the 'extra experience' means it can only start from a kerbal's base level, and won't take into account any points they've already earned, right?
  13. Yeah don't worry, i don't really have any expectation, i'm throwing ideas out mostly! I'm happy as is, and knowing that it's about experience points (i didn't before) helps solve a lot of those problems, now that i can sorta do the math myself!
  14. Oh, so that's just a stock system! I didn't realize! Does the over-time component have the ability to display "how long until they level up?" for example, if i wanted to be able to plug that into kerbal alarm clock or anything? I've just been quicksaving, timewarping, writing down the date, and quickloading back. Or wait, is it just [given time value in the config to fully train]/64 to determine time per point, and then i can do the math from there? (so, 9201600/64 = 143775, then multiply that by the difference in points between xp levels, so 2-3 would be 862650) Wo
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