Daveroski

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About Daveroski

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    Garden Shed Alchemist

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  • Location My shed. In my Garden.

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  1. Part CFG question

    Ok tested that.. seems to be working as expected. cheers.
  2. Part CFG question

    So get rid of the #autoLOC and get rid of the problem.. ok. Cheers
  3. Part CFG question

    Ok.. Config text. PART { name = MyStructuralMiniNode module = Part author = NovaSilisko mesh = model.mu rescaleFactor = 1 node_stack_right = 0.1823258, 0, 0, 1, 0, 0, 0 node_stack_left = -0.1823258, 0, 0, -1, 0, 0, 0 node_stack_back = 0, 0, 0.1823258, 0, 0, 1, 0 node_stack_front = 0, 0,-0.1823258, 0, 0, -1, 0 node_stack_top = 0, 0.1823258, 0, 0, 1, 0, 0 node_stack_bottom = 0,-0.1823258, 0, 0, -1, 0, 0 TechRequired = precisionEngineering entryCost = 9800 cost = 25 category = Structural subcategory = 0 title = #autoLOC_500757 //#autoLOC_500757 = My Micronode manufacturer = #autoLOC_501646 //#autoLOC_501646 = Dinkelstein Kerman's Construction Emporium description = #autoLOC_500758 //#autoLOC_500758 = A Different Micronode attachRules = 1,0,1,0,0 mass = 1.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 15 maxTemp = 2000 // = 3200 bulkheadProfiles = size0 tags = #autoLOC_500759 //#autoLOC_500759 = build center central connect construct (core extend fabricate hub nexus node structur support }
  4. Part CFG question

    Was something about my explanation of the problem unclear?
  5. I copied the micronode, it's cfg and it's .mu and dds to a separate nested directory in 'GameData' to experiment with and I haven't gotten off to a very good start. It appears I am not as capable as I thought. I have changed the name and I changed the title and description after the '=' sign. While the 'new' part shows up in my game along with the original, neither the title nor description has changed to the ones in edited cfg. What am I not seeing?
  6. If I have built it right, I lift off at about 5-10 deg. Almost immediately level off at full thrust. Then I shouldn't need to touch it again until the air is too thin to feed the engines and it's time to switch engine modes. After my initial level off, It will gradually climb by itself. On prototypes I may have to nose down a little if it wants to climb too fast.
  7. Make a wish... and have it horribly corrupted!

    Granted but the toilet unblocker is broken so you will have to use your hands.. sorry.. no gloves left either. I wish I was synaesthetic .
  8. Make a wish... and have it horribly corrupted!

    Granted... Plenty of space in the boot of my car.. You want to use my polythene bag or will you bring your own? I wish I could whistle.
  9. What did you do in KSP today?

    I launched DunaSat Bound for Duna in about a month where the individual satellites will be put into their required Duna orbits.
  10. The Threat of SimpleRockets2 and The Lessons of Minecraft

    I have often wanted to be able to design my own custom tanks, not cylinders but custom shapes for landers and such. The problem for me would be the maths. If there was some built in simple graphics program or even a separate install which allowed me to quickly rustle up such a fuel tank and once made the fuel content would be accurate for the tank I had designed... Perhaps a crew cabin, or a science lab, et al. Provided it made me obey the laws of physics as dictated by KSP proper... Then perhaps I could get behind such a notion.. but I suspect you may have meant something else.
  11. KSP Weekly: Looking Forward to a New Year!

    Splendid! Now all we need are the probe sized thrusters and a five way or two then we are in business
  12. The Threat of SimpleRockets2 and The Lessons of Minecraft

    Well over 4000 hours in and my hands still shake after gliding in and landing my new spaceplane on the runway at KSC. If ever there is a sequel to KSP and it doesn't deliver that feeling, then I simply have no interest.
  13. KSP Weekly: Looking Forward to a New Year!

    I would still really like to see more love for unmanned vessels. If I have to launch a manned vessel to dock in orbit, I never need to add mollyprop tanks to the vessel. I find the amount contained in the pod to be more than adequate. However, unmanned probes which often have less mass than a manned pod, have to carry a tank containing an amount of mollyprop which is way out of proportion with their manned counterparts and often end up being a high percentage of the total volume of the craft. Those little white tanks inside the FL-R1, I could use a tank, the size of ONE of those with volume to match. Which brings us to the size and power of the actual mollyprop thrusters. For most unmanned craft they are huge, way over-powered and massive. How much work would it be to copy the existing thrusters and surface mountable mollyprop tanks only 10% of the size/mass/power of their counterparts? And while you are at it, a stock 5-way thruster in both sizes would be pretty cool too and save on part count. Oh.. by the way, the expression is 'Greased Pig' not 'cat' it is in reference to an ancient sport. A 'greased cat' wouldn't go fast at all, it would just sit cleaning and feeling sorry for itself.
  14. What did you do in KSP today?

    I wanted to launch a Surveyor and coms sat on the same vehicle. I guess I could have put them one on top of the other but that would 'block' whichever one was in the rear. Ok.. My head knows that they don't block each other... but my heart 'knows' that they do, So anyway.. here they are on the same vessel and not 'blocking' each other. They still looked kind of streamlined on launch too. Even though some might say that I was solving a problem that didn't exist, I felt rather good about it.
  15. The SPACE-BAR of death ...

    I changed the key for staging to NUMPAD 0. That helped a lot.