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24 ExcellentAbout Unfawkable
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Awesome mod, can't believe I played career without it before! I have a feature request if you would consider it, currently it's super annoying that I can't see which experiments I did in the Mobile Lab, and this mod looks like a function like that would fit it perfectly. Like an orange dot next to experiments that have been put in the mobile lab would go a super long way. Thanks for the awesome work.
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[1.7.x] Transfer Window Planner v1.7.1.0 (August 19)
Unfawkable replied to TriggerAu's topic in Add-on Releases
Cool stuff, thanks, I'll look into it. -
[1.7.x] Transfer Window Planner v1.7.1.0 (August 19)
Unfawkable replied to TriggerAu's topic in Add-on Releases
Can someone help me out a bit with using this? Not the basics, but I don't truly understand all the info it provides so I think I'm not fully utilizing it. What are Phase angle, Ejection Angle, Ejection Inclination, Insertion inclination? I know what some of them mean, but I have no idea how to utilize these in game. I tried searching, but found nothing. A link to an explanation would also help. -
[1.8-1.10] Extraplanetary Launchpads v6.8.3
Unfawkable replied to taniwha's topic in Add-on Releases
Can I have a bit of help here, I can't find any pointers on how to use any of the ore scanners, like the BG-OMD2 for example. What are the differences between all of them, is there any documentation on it? -
[1.8-1.10] Extraplanetary Launchpads v6.8.3
Unfawkable replied to taniwha's topic in Add-on Releases
Could someone help me out, I'm not sure if I'm doing something wrong or if it's a bug. I built a station with an orbital shipyard around Kerbin, and stocked it with Rocketparts, Liquid Fuel and Oxidizer, and a workshop with 3 non stupid Engineers (I have productivity of 11). And everything goes okay, I select a small test build which costs 90 parts and is built in 5 minutes, I click finalize build and it appears, but then before I click release, regardless of where I move the fuel slider, the craft won't get any fuel. It stays empty. However the fuel from the storage is spent, it's n -
[1.11.x] TAC - Life Support v0.17.0 - Release 29th Dec 2020
Unfawkable replied to JPLRepo's topic in Add-on Releases
I'm having problems finding this, the 0.13.2 is the latest version from the links in the official thread. Where should I look? Edit: Never mind, found it on github -
[1.11.x] TAC - Life Support v0.17.0 - Release 29th Dec 2020
Unfawkable replied to JPLRepo's topic in Add-on Releases
Got the EC depleted bug as well. My ships count down as if losing electric charge when above 50 warp when the ship is in focus, and lose it always when it isn't in focus. I'm using 0.13.2 Need logs, or do you have plenty already on this bug? -
My personal vision of a better Kerbal EXP class system
Unfawkable replied to Unfawkable's topic in Add-on Discussions
This did occur to me, but I still wanted to have a concrete example. It occurred to me during coming up with the ideas that it would be a suitable tool for modders, a framework for a skill system that everyone who mods can use it however he wants. That would actually make the job easier, I'd just have to come up with a better number system. If it was to be done in a manner of a tool for other mods, I think it would be best to actually keep both options. To choose how many classes you have and how skills are given, or no classes at all. -
I find it jolly enough to excuse it. If otherwise, it will get rightfully removed.
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Thought this video would amuse you guys. Enjoy.
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My personal vision of a better Kerbal EXP class system
Unfawkable replied to Unfawkable's topic in Add-on Discussions
Ahh, but to your surprise I completely agree. And I've tried to somehow avoid this, but as it turns out it's not easy to come up with 30 different skills when most of the mechanics in the game are hard coded physics. So I improvised to fill in all the skills. BUT, they really don't have to remain if better alternatives are thought of. Don't look at the suggestion by the suggested stuff that breaks physics, but rather the level up system it's based upon. If all else fails, I'll try to reduce the number of skills and the size of the skill tree itself, but the concept would remain the same/s -
Before we get started, this is all just a general concept of things, and a good part of the ideas is probably not balanced, or perhaps even good. I don't have any modding knowledge to implement this, so this is just a discussion. And if someone gets a few ideas from this to implement in a mod of his, then all the sweeter. So do suggest how to generally improve this. And I know many mods already use the classes in different ways, but this is more about their EXP system and skill system. Let's get started. So, I've basically reconstructed the entire kerbal EXP system into a skill tree that
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I play with remote tech, so sending a couple of probes to the Joolian system isn't as easy as it sounds. Grinding Mun for science is too easy though, that's the part that I have trouble with. - - - Updated - - - This would reduce the science game overall, not rebalance the Mun sceince and the tech tree as I see it needed. Not everything can be customized, and even if it can, you'd need an entire playthrough (Like me) to understand what went the way you didn't want, and how to change it and customize it. This is lazy developing, customizing your experience should be changing up details to suit
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Yet another playthrough, even with the revised tech tree, I still almost maxed out the entire tech tree with only going to Duna once, and I didn't even get the science from it returned yet. The main reason this happens I believe is because Mun and Minmus give way too much science, particularly Mun because of his crap load of biomes. A good haul from the Mun should boost your early career significantly, but constant collection of science from the Mun to max out the entire tech tree is just absurd. That, and the addition of the new science lab makes it even easier to max it out, I believe the la