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Lupi

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Everything posted by Lupi

  1. Buddy. there can be more than one person on the internet with "shadow" in their name, if you're gonna go after someone you may wanna make sure you have the right guy. i know at least two different Lupi's on the internet, if not more, and that's nowhere near as common of a permutation of latin as "shadow" is just a straight up English word. You have every right and reason to be upset at the fact this bug exists, but biting at other folks' ankles and being two rings of a circus in the process ain't gonna help make your case.
  2. This has been one of my biggest sticking points ever since Shared Horizons and Breaking Ground came out around the same time, and they didn't just.... do this, in the first place! I'd posted about it before, but never really chased it down. Thanks for taking on one of my particular bugbears with the game! Now I can do my li'l OSIRIS-REx type missions, that my heart has been set on (and disappointed there was no reason to) since 2016 when I saw it up close!
  3. this person means the stock craft named the Kerbal X, not the craft sharing website ALSO named KerbalX
  4. Maybe i'm looking at this too simply There's a diagram of the solar system (sun, moho, eve, kerbin (has the line under it for "we are here"), duna, dres, jool (big), eeloo) There's a rocket There's a kraken and its tentacles have lines going to that same rocket exploding the bottom half doesn't mean anything to me yet maybe it's showing a kerbal in suit vs without, that seems almost right? i think it's cute, regardless
  5. I have been lightly miffed since the Shared Horizons update that we got comets added to the game in tribute to Rosetta, a robotic mission to a comet, and then were given no reason to do a robotic mission to a comet ourselves. Even contracts to visit a comet require you to have a Kerbal present to do the sample experiment. I've been poking around in the API to try and figure stuff out, to see if it's as simple as making a modulemanager patch to give the asteroid/comet sample experiment to a Breaking Ground science arm, and so far I don't know enough to know what I'm looking for. I don't care that the arms won't animate, I largely figured I'd apply it to them as they made the most sense. In BG, the point is to send them to collect samples instead of/in addition to a kerbal. Does anyone know what needs to be done to make that happen, or if it's even possible at all?
  6. Docking ports start out with rotation locked by default, so that autostruts and everything will cross them as normal, restoring the old behavior and making the rotation/drift an opt-in thing.
  7. The inability to autostrut across docking ports has been causing lots of noodlerocket and noodlestation for any space constructions using them, in Not Good ways. I wouldn't call it a feature, much less a good one. But as they've stated before, they're aware of it and working on it, so it'll come in 1.12.2, when that's ready. This was just an emergency patch because something was breaking the game.
  8. 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!
  9. 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 this isn't behaving in the same way, at least not that I can see. Without waterfall+config: after installing it: the shroud can't be jettisoned, hitting the jettison button does nothing, and the savefile shows nothing amiss like it did with ReStock renaming the jettisoned bits https://drive.google.com/file/d/1oWof0Ha9WHTDn_u9aTwrTybtrIH7P_NE/view?usp=sharing
  10. Ah well, that's news to me! Good to know.
  11. Kopernicus is hard coded to prevent loading in versions the dev hasn't confirmed it works in.
  12. 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 surgery on the models to create those variants. If it gets a compact variant (which it should!!), it should absolutely be its own engine, in a tech tree node above the poodle, because it'll be clusterable in a way the Poodle, Skiff, Wolfhound... and really, no other high power vacuum engine is. Has anyone created a feedback item for this purpose on the bugtracker? If so, please link it. I have one in the subset of the tracker i'm in, but that's not a public section.
  13. 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.
  14. 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.
  15. While i appreciate the recommendations, I would suggest everyone read the words that IMMEDIATELY followed "starliner" in that post of mine.
  16. 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 tower but I wouldn't begin to know how to recreate the thing proper, as I don't have a starliner. My save is spaceplane based, there's a little lifting body vehicle in the fairing.
  17. 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.
  18. 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.
  19. 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?
  20. 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!
  21. 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) Would it make sense in the mod setup to allow people to adjust it as "time per point" instead of "time to get all 64 points," on that note
  22. I'd like to remind everyone what happened the last time (that i remember) that folk started treating modders like garbo, ignoring their wishes, and putting themselves first. CKAN used to be brats about indexing mods as long as they had a license that allowed it. They hid behind this "well technically it's legal to do this, and The Users Come First" attitude, never pausing to have even an ounce of respect for the creators of the content they were peddling. A lot of mods went ARR. Like, a lot of them. Which, as i remember at the time, they also pointed out legally also might not have stopped them. It took Sarbian getting the ear of one of CKAN's more sympathetic maintainers at the time, and getting them to de-list modulemanager, y'know, the backbone of so many mods, to make them listen. Because i forget but like doesn't CKAN only show mods it has the dependencies for? And modulemanager was (and is) a dependency for everything. it basically made CKAN all but useless and forced them to actually look past themselves for a second. I was a purestock player back then, and even I remember how bad it was for the community. Wheaton's law, my dudes. Y'all waited several months for a game studio backed by a major publisher to put out 1.8, you can wait a little longer for the freelance individual to put out the addon you like. The alternative is that addon possibly ceasing to exist, and ceasing to exist in a way that means NOBODY can pick it up again.
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