Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. I downloaded the mod using ckan, but the turrets dont have any sounds, is this intentional or is something missing on my client?
  3. To the roots. Anyway, the combat drones are now like the WWI ones. https://en.wikipedia.org/wiki/Kettering_Bug
  4. Today
  5. I totally get that MMOs require obscene amounts of upkeep, but, with a game like Elite Dangerous <the game ive been bludgeoning myself with lately> goes into maintenance they warn you saying servers going down in X minutes we expect to be back up in 40 minutes. Well, uh.... um... maintenance began at 0100 for me, and I fully expected servers up 40 minutes later. Its 0453 and I have a mission i NEED to finish that has a 5 hour clock real time on it, and that clock IS RUNNING as I sit here shut out of the server by maintenance!!!!!!!!!!!!!! I am going to fail this mission in all likelihood because something behind the scenes has stalled maintenance to now 3 HOURS and 15 minutes, I have 1h45 left in my mission clock, a mission that was going to net me about 300k credits and likely some parts I need for some suit, weapons and ship engineering, but, no the RNG of maintenance has decided it wants to hurt my mission and my faction reputation. I am going to be punished for failing a mission I am not allowed to finish because da servers need some poking.... I wish maintenance would end so I can finish up. I have my item, I just need 1 more location checked <for my own needs, for suit engineering> so I can get back to my ship and launch but even doing that wont happen at this rate. 045804182024
  6. I'll just put this here instead of picking an existing topic because crewed Mars is its own topic really
  7. Until individual tank ECM and micro-flak are perfected, nerds are going to be subjected to aesthetic suffering That thing looks like solid sheet metal, not nets
  8. I should've probably let you know earlier (like, I discovered this around a year ago), but the P80 booster with all of it's solid fuel removed is free. Going into the config file, it seems like you accidentally set the cost to 850, which is below the cost of the solid fuel in the booster. I think you intended to set it to 1400, which is right now set as the entry cost and would be in-line with the costs of the other boosters in the mod. Just a quick bug report that should have a quick fix.
  9. Here it is, Atlas Titan! ... Titan Atlas? Attin? Tilas? Can't decide.... anyway, the Voyager was just thrown together quick. Full album: Imgur: The magic of the Internet
  10. Those engines use liquid fuel by default. There is a patch however in BDB extras that converts some engines to use hypergolic fuels. BDB extras is not meant to be installed as a whole. Users are meant to pick specific extras if they are interested and install only them (or none at all)! There are multiple warnings in that folder.
  11. I was able to investigate creating a mass effect core and suffice to say that it's no simple task due to the way that KSP calculates mass in various places. There was a mod some time ago that had a method that technically worked, but it really messes with the delta-v calculations. For those interested, it's this one: I'm finding that to get a proper mass effect core to work would require a large amount of effort that might not be worth the trouble.
  12. I kept tweeking my Saturn V. ( available here ) I kept tweeking my Skylab ( available here ) Then I thought Saturn 1B !! Pairs nicely with the skylab crew rotations! Afterall you wouldnt expend a whole Saturn V just to get to orbit. Milkstool included ! Enjoy. Please goto my Saturn V page (link above) if you need to know staging information for S-IVB and above.
  13. That would be best - and I'd at least encourage you to think about Laythe, having as many threads available as possible is useful for other circumnavigators. If there comes a point again where it's not just you and me...
  14. There are two glideslopes.cfg files, the mod used to use the one in GameData/NavInstruments/PluginData but was updated a while ago to use the one in GameData/NavInstruments/ModuleManagerCfgs instead. Make sure you are modifying the correct one. Or you can add your own custom glideslopes.cfg anywhere in GameData and put just the new glideslope nodes in there. (This is the method the Kerbinside Remastered GAP contract pack uses [see Github])
  15. As we can see, all PipBoys are for left hand even in the series. Looks not very inclusive, probably it's a result of Enclave field eugenics, FEV together with radiation, and Vault-Tek who preferred to let only right-handed people get into the vaults for the equipment unification. But there is something else. Blue suit. Left-handed gadget. Shotgun, chainsaw. Living semi-dead around. Blue suit. Right-handed gadget. Shotgun, chainsaw. Living semi-dead around. That's why PipBoys are for the left hand. That hut in the forest was the early experiment of FEV creation, and the "deadites" were actually feral ghouls. The PipBoy is not for the left hand. It's for another hand. Ash was what the story began from. We don't know the FEV original origins, where it had originally originated from. It looks possible that the original form of the virus was taken exactly from that hut, during the massacre investigation, and was modified in West-Tek laboratory. To the hut it had been delivered in the Naturom Demonto book. This traces FEV to the epoch of Medieval al-bio-chemy, when it was used to transform people and animals into mutated monsters, werewolves, vampires, cannibals, and ghouls. Upd. https://fallout.fandom.com/wiki/Dunwich_Building https://fallout.fandom.com/wiki/Ug-Qualtoth https://fallout.fandom.com/wiki/The_Krivbeknih Upd.2 Just realized this. In English the PipBoy is for the left hand in both senses of "left".
  16. Did you stop to think how silly that would be? The game is at what is likely the inflection point of the development cycle where it can start to turn the investment into profit. Cancelling would not only burn a huge amount of investment effort already committed, but also likely sink the value of the IP for the foreseeable future all while the game still has substantial financial value if it can get through to 1.0. Things would have to be very, very bad to come to that. FS! showed that they can still do it. There's still millions on the table in future sales if they finish it.
  17. It's accessed from the WBT button on the main KSC view toolbar. Yes, sorry, got a bit confused myself there. CRP mode uses equipment. It's USI that makes use of machinery (and material kits), not WBI. I'd just been reading a post about someone setting up a USI based munbase and got the two mixed up in my head. Didn't help that they were using USI's inflatable modules. And one of my saves in the past used a USI playmode that doesn't seem to be available anymore.
  18. That makes sense when considered for colonies of a few Kerbals. From the looks of the scales in mind, colonies might have hundreds of Kerbals late game once they become self sufficient. At that point, an individual Kerbal's specialty won't matter as much. Are we then going to be balancing whether we want 60 engineers and 40 scientists, or 40-60, 55-45? It strikes me as the kind of tedium found in some strategy games that doesn't fit KSP. If specialties return, I think the focus on applications directly to missions would be more meaningful. With colonies taking the responsibilities of orbital science and assembly, individual kerbal specialties no longer have a central role. I'm open to ideas on how it could be done. Haven't seen any good suggestions that feel like they would fit the new model.
  19. Yeah, that would be cool eventually. I would guess they thought of it and it's somewhere low on the priority list if I were to guess. Good to put it out there as something you'd like to see. Just wanted to make sure you knew that there's at least a gameplay solution in the interim.
  1. Load more activity
×
×
  • Create New...