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DaPatman
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Everything posted by DaPatman
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
DaPatman replied to TriggerAu's topic in KSP1 Mod Releases
Option 2 would be my preference, but I'd be okay with option 1 if you went with that. The other two options seem more complicated than is necessary to me. -
[1.1.2] Station Science (v2.0: New models by SpeedyB)
DaPatman replied to ethernet's topic in KSP1 Mod Releases
This is a conflict with Crowd Sourced Science - the way it's been made breaks other mods that add science experiments. The fix is to delete the stock ScienceDefs.cfg file (found in GameData\Squad\Resources). -
Banana for Scale - Analyse bananas in space!
DaPatman replied to JoePatrick1's topic in KSP1 Mod Releases
I have something I'm sure all Banana for Scale fans will like - a Module Manager config to make satellite deployment contracts sometimes ask for a banana to be put on the satellite. Download it here. -
I'm trying to work out how to use Module Manager to edit the Contracts.cfg file. Can anyone confirm if the following will make satellite deployment contracts sometimes request the Banana for Scale? @Contracts { @Satellite { PART_REQUEST { Title = Have a Banana for Scale on the satellite KeyWord = Scientific Part = BananaForScale Trivial { Chance = 5 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Significant { Chance = 15 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } Exceptional { Chance = 25 FundsMultiplier = 1.05 ScienceMultiplier = 1.25 ReputationMultiplier = 1.05 } } } }
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
DaPatman replied to Arsonide's topic in KSP1 Mod Releases
I wonder if anyone could help me with writing ModuleManager configs to edit existing "PART_REQUEST"s and create new ones. I know how to make changes to part configs, but I can't work out how to do the same with "Contracts.cfg". -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
DaPatman replied to tgruetzm's topic in KSP1 Mod Releases
This is already doable: in GameData\Snacks\PluginData\Snacks\ you will find a file called "snacks.cfg". Open it, and change kerbalDeath = False to kerbalDeath = True, and your kerbals should die when they run out of snacks. -
Trying and failing to build a craft capable of putting four Kerbals on the surface of the Mun and safely returning them in 140t or less. I think I'm just going to send two of them, then send the other two when I get a "Plant a flag on the Mun" contract.
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HAPPY NEW YEARS! - Have any KSP new year resolutions?
DaPatman replied to HafCoJoe's topic in KSP1 Discussion
My resolution is to land on more places outside Kerbin's SOI than just Gilly. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
DaPatman replied to stupid_chris's topic in KSP1 Mod Releases
Because stupid_chris got fed up of people reporting bugs with this mod that were actually caused by how broken 64-bit KSP is. Also, 64-bit kept crashing on him when he tried to test the mod in it, so how can he support a version of the game he can't even test in? -
.90 Surface Sample
DaPatman replied to Pure_Diamond's topic in KSP1 Gameplay Questions and Tutorials
Actually, you need the level 2 R&D department before you can take surface samples, though you'll also need the level 2 Astronaut Complex if you want to do so anywhere other than Kerbin. -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
DaPatman replied to Claw's topic in KSP1 Mod Releases
This should probably go in the Fine Print thread, but assuming you didn't launch until after accepting the contract, satellite contracts require the probe has three things: a probe core (I believe the definition Fine Print uses is a part with the ModuleCommand module and a minimum crew to operate of 0, which both MRS probe cores have), a source of power generation (e.g. solar panels, but not batteries - they don't produce power, just store it), and an antenna. I suggest you check your probes have all three, and if they do and it's still not completing, go tell Arsonide. -
Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
While I can plane, I'm not very good at it yet, so I shall be sitting out day 3. Also I think time zones prevent a DMP challenge from being viable - if, for example, the challenge happened at 8pm Pacific, people like me who live in the UK would have to stay up until 4am. -
Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
Day 2 is complete: -
Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
Actually, it has just over 1000m/s of delta-V, and if I hadn't needed the parachute, it would have had about 1600m/s. -
Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
I wish I had the skill to do that without the parachute. -
Done: As is race 2, in a time of 2:01 (MET 1:40 to 3:41): I think I could stand to brake less on some of the tighter turns, so I'll probably redo the lap later this week.
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Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
Solved it! Some of the fuel lines had become detached. Reattaching them has provided sufficient delta-v. DP-L2 DP-L3 -
Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
The DP-L1, if it existed, would be made of size 1 parts and probably only manage to get 5t to orbit, and I felt there was no need for such a lifter. Huh, so it does. That is incredibly odd, as they both said they had somewhere between 4,800 and 5,000m/s when I first built them, which must have been true, because they each put the stated weights into 100km x 100km orbits when I tested them. I guess I'd better go try and find out what's different now. -
Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
I'm hoping that turns out to be overkill, as my heaviest lifter can only manage 125 tonnes. Speaking of which, here are my three lifters: DP-L2 - 30t to orbit DP-L3 - 75t to orbit DP-L4 - 125t to orbit -
After trying out several designs, I think I've reached the point where the main thing slowing down my time is my own driving skills, so DP Racing is proud to present the DP-04: Craft file for the curious. Sergio's already driven it around the first track in a time of 1:51 (MET 1:40 - 3:31): It may not score me any points, but it's under two minutes, and given how long it's taken to get to this point, I'll take that. Race 2 at some point this weekend.
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Kadvent Kalender - 24 missions leading up to christmas
DaPatman replied to TJPrime's topic in KSP1 Challenges & Mission ideas
Can I use Space-Y in place of KW Rocketry? -
Yeah, I started thinking about why it wasn't working when I went to bed last night, and I figured the high centre of mass was a factor. Alright, I might have the DP-04 ready tonight, or at least by tomorrow afternoon.
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I give up. I just can't get this car around that track in anything like a decent time (read: under two minutes), and all attempts to do so result in rolling the car. It's gotten to the point where I'm not enjoying it anymore, so I'm afraid I won't be continuing with this.
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Here's the DP-03, which hopefully doesn't fall foul of any rules pertaining to construction: Craft file for the curious: http://pastebin.com/36GDb4V6 Lap to follow.
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Hmm, that makes the DP-02 invalid (no I-beams). In which case, I'll build a new car tonight or tomorrow.