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Inter

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About Inter

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  1. I can not stand playing in 1.11 for one reason: Repair Kits. I play 95% of my time in Sandbox mode. I expect Sandbox to be truly sandbox in play, not needing to bother with *any* resources if I choose to avoid such hassles and slowdowns. Yet, in KSP 1.11, Repair Kits are required to do something as classic and commonplace as repairing a wheel -- and, so far as I can see, there is no setting yet either in game options or in the F12 cheats menu to disable this Repair Kit requirement. I can not play the game with this impediment in place. I will be going back to 1.10 and staying there until
  2. The acronym "NRE" was thrown around everywhere in this changelog but never defined first. What does it stand for, please?
  3. Hello, Inigma. I just finished a 2 hour stream of playing GAP missions. We set some world records, barnstormed some hangars, commuted a few kerbals, and rescued a couple of climbers. If you'd like to check out my gameplay and hear my feedback to specific elements of the experience, you can find the stream here: https://www.youtube.com/watch?v=gUe9-qPHLVs Cheers!
  4. I apologize if I'm quoting you unnecessarily. I don't know how to reply directly to a person in this forum. Thank you for the answer, that was what I needed!
  5. Hi, folks. I was watching a video recently where I saw the host using an option in Action Groups to set a setting called "Toggle Servo" for the Rotation Servo M-06. (In case you're wondering, that part is the smallest servo and the one first acquired in the science tech tree, but I suspect this setting option would be available for all of the other servos as well.) His screen looked like this: https://imgur.com/jrOChjN However, when I click on the same part in my own KSP, I only see the following two options. There is no "Toggle Servo" setting available to me under Action Groups >
  6. Sorry I'm late to the discussion. I am not a forum Regular; I'm just here today to support & further some of the points raised by greydragon70 (Jolly Roger Aerospace). Before I get into that though, I want to give a thank you to @Papa_Joe for his wall of text on page 113. As a fan of walls of text and the information they provide, I thank you on that principle alone. I also want to say that it has been bittersweet to get back into BDA a few weeks ago and discover the heat mechanic is no longer there, making it impossible for me to do testing with the stock "ignore max temperature
  7. @_Rade I strongly second this, Rade. I know at least two of my guiding principal aspects of technology in the stock prop engines I build are things I learned from reverse engineering your designs from a year or so ago.
  8. Hi, Selfish_Meme. I've recorded my final attempt in a stock prop. I know mine is not the fastest plane out there but it's the fastest stock prop I've been able to make and it allowed me to meet my personal goal in this challenge of being under half an hour. The upload to my channel has finished, so here is the link: After reading some posts above, I see the Beggar's Canyon challenge target has been changed. I did not know this when practicing my trajectories last night. I hope you'll excuse my attempt in ignorance that is demonstrated in this video. That is to say, pardon
  9. Hi, Selfish_Meme. I made an attempt with a stock prop plane of mine (built in 1.3, I think). I did it on a stream just now. I will come back and update this post with a link to my stream after the stream has finished processing on YouTube. Total run time from roll start to full stop was 36m20s. Fastest velocity was 175mps but average was around 145. Cheers! PS. Squiddy sent me. Here is the link to my attempt:
  10. In the Mission Builder, in the Mission Briefing pop-up window, there is a dropdown called "Mission Pack". The default selection is "None". I do not see a way to make my mission belong to any mission pack. How do I do this? My over-arching intent is to be able to make a sequence of missions with results from previously completed missions persisting into subsequent missions. That way I can tell a story or break down a long interplanetary voyage into smaller, more manageable intermediate missions. In my head, this chain of missions is what would be described as a mission pack. Am I wron
  11. I do not know how to do replies in this medium. It's one of the many things I dislike about this forum. I'm attempting to reply to Samwise but I fear this may appear as nothing more than a new miscellaneous post. Samwise, I like the format of your attempt post! Looking forward to seeing the edited video(s). Edit: ...Aaaaand, a reply I wrote on my own thread still needs to be approved by a moderator. Does everyone have to suffer this when they come to this website?
  12. Inter's Bombing Challenge This challenge is now live! There is no definitive end date and there is no scoring/ranking system, so feel free to give it a whack whenever you feel up to this type of challenge. The general idea of the challenge is to use the BDArmory mod weaponry to attack ground targets at designated locations in an assortment of nine scenarios. Most targets are weapon systems that will shoot back at you, hence the challenge. --Rules-- The rules are very extensive and far too verbose for me to put into this post. Please follow these links to the videos I ha
  13. Hi, dev folks. BDAc version 0.2.1.1_05282017 is not allowing multiple-craft takeoffs extending beyond 350 meters. Page 2 of the BDA FAQ in the KSPedia says this is normally not a problem (and I know from past experience that it has not been in recent BDA versions) due to the BDA extension normally overruling the landed pack/unpack distance restriction. Since the BDA extension is currently failing in this regard, I am running into problems where I have two (or more) craft situated near to each other and try to make the craft I am *not* currently focused on take off, either by us
  14. No, it's not just you. I logged onto the forum (something I virtually never do) just to find out about this issue. This is brand new as of 0-90. It isn't just obnoxious. It is EXTREMELY disruptive to the entire experience of building in the SPH. I can't work in the SPH anymore yet is that is my home (I focus on spaceplanes, not rockets). Changing the camera height does not make this bug go away. -- YES, I am considering this a BUG in the sense that it creates abnormal gameplay conditions. -- Even if I put my craft on the SPH floor and tilt the camera overhead it will still zoom. Squad
  15. Hello, everyone. Inter here. I've been playing KSP for almost 11 months now but this is my first whack at the forums. I've also just begun working on some videos and machinima of my KSP gameplay. I'd really appreciate some feedback on my designs and maybe some ideas for a cinematic series. Please check out my YT channel and come back from time to time for future episodes. I'll start having links to craft files once I can figure out how/where to do that. http://www.youtube.com/user/ArchaicAlibi/videos At present I am working on expanding my catalog of aquatic/amphibious/amphibi-aer-ous
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