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3Dave

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Everything posted by 3Dave

  1. I haven't even attempted to modify a config since .23ish. But i am a somewhat skilled/knowledgeable 3d modeler and know my way around unity and C# well enough to make my own cheesy armature version of KSP (if i had the time to do all that. LOL), so perhaps its time i learned configs again and started fixing some of my beloved B9 spaceplane parts. Anyone know a good current config guide? or should i just compare old configs to stock and see whats different and go the trial and error approach?
  2. Don't think freedom of speech should be limited. But perhaps an IQ test before being allowed to write anything on the internet? That would work. =)
  3. 100% truth. People have an irrational sense of entitlement to free stuff even more than paid stuff for some reason. Try posting a webgame to a site like kongregate, and see what i mean. LOL "hey guys, check out this free thing i made for you." "what the hell is wrong with the characters face?" "this doesn't work on my 15 year old potato computer with onboard video card and 512 mb of ram! FIX IT NOW OR I'LL SPREAD BAD THINGS ABOUT YOU ALL OVER THE INTERNET!" "the color of the button on the quit game menu is a single RGB value off, this triggers my OCD, pls fix!" etc etc. list goes on. After a while you just tune it out and completely ignore the idiots and focus on the meaningful comments/suggestions/bug reports. becomes funny after a while.
  4. Did you really just quote the entire first post? Try going to the last post of a forum thread and reading up a few pages before cluttering stuff up. Bac9 is busy with RL stuff, and modding is a hobby. We all want B9 aerospace updated, but we have to be patient and realize that this mod was created by someone for fun, not profit. and chill the hell out.
  5. I managed to cobble one together with infernal robotics parts to lower a decoupler, and get it to Mun in one piece. but it is annoying to have to put decouplers on all your base modules you want to launch. patiently waiting for KAS to take my designs further =).
  6. because every time someone asks why its taking so long. he adds a day to the release date. lol
  7. Is this pack missing a few parts from the sample image? or should i try a reinstall? i dont seem to see those landing legs or the honey badger "hull" part (the one that just looks like a octagonal tank in the photos), i have the cargo pods and cargo bay for it though. i'll look through the directory to confirm they're not there.
  8. i doubt its dead. But i do agree that its a bit concerning that no one has popped in and said anything about working on it or not. But that makes no sense. one does not create something this awesome and just walk away without saying a word. so have faith, and keep waiting patiently. I'm personally waiting more on KAS than B9, i can live without planes, but not without pipes =).
  9. So, is this mod functional now? still shows as incompaitable in the mod compatibility thread. Dont want to break my save after getting my MKS mun base all set up =).
  10. yeah, cant wait for KAS myself. have a sky-crain style cargo lander stranded on Mun because of a dV miscalculation (not enough fuel left to get back to orbit *cry*). Need pipes to refuel it so i can continue building my base. =(
  11. Theres a thing you should do on forums. called "review the last few pages of discussion before posting". It really helps cut down on forum clutter, as the last page or so before your post was people discussing the update. lol. just sayin.
  12. simple. Rockets cannot be controlled manually during launch, and doing so in real life would most likely result in a fireball and dead astronauts. The balance is too fine and the forces too strong to let humans with our several milisecond sense/reaction delay to handle it. Therefore the whole notion of "cheating" by NASA is silly, reguardless of who actually created the guidance computer. as for mechjeb. some say its cheating, some say its not. I say its a bug patch. The silly game shipped without a flight computer for some reason.
  13. Welcome to the dark side. Enjoy the cookies! Seriously though, you hit on the key issue there. mundane launches and maneuvers. its fun to fly rockets maybe the first 10-20 times. but once you figure out how to fly the correct launch profile, you get bored pretty quick and would rather just get to the good part. Mechjeb is there with its ascent guidance computer. Its entertaining to play with nodes and get that perfect < 100m separation rendezvous a few times. but then that gets old. Mechjeb rendezvous autopilot. lets you skip straight to the actual building part. which has to be done manually still, at least i always do, the docking autopilot has always been extremely wasteful of RCS fuel and very slow, unless its been fixed lately. I dont care though, i enjoy docking. I haven't really messed with hyperedit much. i enjoy the challenge of figuring out how to get impossible payloads into orbit. and i enjoy building massive 5 meter saturn v style launchers to do it. lol
  14. Wait. your saying that project scope changed in 2 years? THATS UNHEARD OF! chill the freek out with your accusations. You dont know what changed or what problems they encountered in the course of converting a single player game to multiplayer. Just be happy its a planned feature. Keep calm and blow up more rockets.
  15. I'll have to mess with that later and see if i have better luck. What i was trying to do was create one standard lifting stage and interchange cargo modules on top, but by building the modules as their own ship for dV estimation and RCS balancing. Would it be better for me to build my lifter stage as the part that gets "merged" and just make a dummy part on top, so i can shift click the good part away from that dummy and attach to my cargo. or other way around? I'll try myself later when i get a chance to load the game back up =).
  16. Except that it doesnt seem to be able to attach to anything after loading as a merge. Im still playing with it myself
  17. Now that im thinking about it. How do we even see how hot parts are getting? in stock theres no resource bar for heat, its an invisible stat. which will make testing a radiator mod somewhat difficult. unless theres some setting i need to turn on or something. but i doubt it. watching this mod develop. should be interesting. Keep it up guys!
  18. This. 100%. By all mean learn how to do everything by hand. But when you start getting your kerbal kolonies going on several planets and launches/docking/planetary transfers become a routine thing, by all means let mech jeb do it to save your sanity... well, except for docking, dont let mech jeb do that, its far easier, faster, and more efficient to do it manually. lol
  19. yeah. Its funny. I checked the threads of some of my favorite mods a few hours after 1.0 went live. and there were people already crying about bugs, of course because the mod isnt updated yet. The struggle of a mod producer is real.
  20. B9 Aerospace: love my massive 60+ ton payload SSTO jumbo jets (hope it gets updated soon). Some form of life support system. trying out USI-LS at the moment, but TAC is good too. Depends on how much challenge you want. I personally like having to ferry supplies to my remote outposts to keep the kerbals alive. hehe. Mech Jeb: might be sorta cheaty, but it takes alot of the annoyance out of the game after you have colonies set up on several planets. launching and landing manually is only fun the first few times, then its just a drag. plus, real spacecraft are computer controlled. Near Future Tech & interstellar: love the huge solar panels really help cut down on part count for large stations. and who doesn't love reactors and radiators? RemoteTech: Again, great if you like a challenge. can be frustrating until you get a nice deep space satellite network built. But it adds a great sense of "purpose" to your launches. and a myriad of other various mods, i try to give everything a chance at least once, delete if im not using it or dont like it. etc. I usually play in sandbox mode, hence the lifesupport and drone comms mods to bring the challenge back in. your mileage may vary if you prefer science/career mode.
  21. This is a cool idea. But arn't there already a few mods with radiators included? interstellar, near future tech, etc. pretty sure when updated those mods will be using the new heat system. But a radiator only mod might be cool for people that dont want reactors and warp engines. etc.
  22. It will probably take a while to update considering how much the aero changed and how many parts are here. Just hope its still being maintained and we get an update "eventually", i consider this a mandatory mod for KSP, i have a very hard time enjoying the game without it. =( Multiple orange fuel tank lifting SSTO space jumbo jets FTW =).
  23. Yes, although paid mods is a topic that has to be approached carefully because of the long established open tradition of modding (and so as not to cause the hellstorm that skyrim paid mods caused). But i would love to see a more robust system in place to reward quality in mod production. Donation buttons just dont get the job done for many people. but lets not drag an appreciation thread into the paid mod discussion again. that was ugly enough, and it was purely hypothetical. LOL
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