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Dire_Squid
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Everything posted by Dire_Squid
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I've seen on videos on Youtube, that, once your rocket reaches the stranded orbiting Kerbal (at a certain distance, 40 yards, if I'm correct), that the game IMMEDIATELY switches to the stranded Kerbal so you can get them inside. Does the game see Mechjeb (in use) and say "You're using Mechjeb to get to the stranded Kerbal?! NO COMPLETION FOR YOU!!! WE NO SWITCH YOU TO KERBAL, SO YOU CANNOT WIN!!"? Basically... I used Mechjeb to get to the orbiting green doofus, and the game won't switch me to get him inside... no matter the distance the ship is near. What am I doing wrong?!
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
Dire_Squid replied to RoverDude's topic in KSP1 Mod Releases
rofl, gotcha. Still, 12%, for me, is better than nothing at all. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Dire_Squid replied to RoverDude's topic in KSP1 Mod Releases
Tell that to my Karbonite tank that gets filled by hanging out after I land AND when I fly through it, and the atmospheric scoops that say there's a mixed percentage of Argon and Karbonite in the atmosphere, when I toggle resources (granted, it takes forever, when it does, but with 12% compared to Kerbin's puny .01%, I won't complain). -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Dire_Squid replied to RoverDude's topic in KSP1 Mod Releases
Karbonite, and atmospheric. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
Dire_Squid replied to RoverDude's topic in KSP1 Mod Releases
I see. The new rockets are meant for the Honey Badger. Nice. Some rockets with serious punch meant for a rugged, burly piece of mining equipment like our dear old Honey Badger. BTW, you might wanna tweak the karbonite scoops and particle collector again... this time it took me a day (i.e. takes a bit too long) to fill up a large Karbonite tank once I landed on Eve with the Myotis MK3 (and THIS TIME, I was able to make it take off, when I luckily got it to land against a big hill... but I should've known better when I made it kinda front-heavy with the Karbonite Tank NEAR THE FRONT, and not the center; Basically, it fell-glided nose-first, instead of glided gently... rofl). -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Dire_Squid replied to rbray89's topic in KSP1 Mod Releases
Yeah, the clouds work... barely (on the ground, they're fine, but in orbit they are FUZZY, and not in the derivative way). -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Dire_Squid replied to KospY's topic in KSP1 Mod Releases
WELL, KospY, since you didn't answer me the first time I asked, I guess I'm going to have to ask AGAIN: -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Dire_Squid replied to KospY's topic in KSP1 Mod Releases
Uhm, before I upload this... since I used some dev to make the previous version of KAS compatible with 0.24.2 (it may have been yours... I don't recall)... will uploading this version make my SPACE STATION "fall out of the sky", as the iconic saying goes (I want to make sure my station rocket parts work for making my... ahem... Mun-orbiting Gen 1 Refueling Station, and since they currently rely on the boxes & struts, along with fuel pipe ports)? -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Dire_Squid replied to AlphaAsh's topic in KSP1 Mod Releases
So, the Arakebo Station... does it help increase receptions with antennae and Satelites on your craft (what with being a gigantic dish, and all)... or is it there to look pretty?- 2,488 replies
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[24.2] Karbonite Ongoing Dev and Discussion
Dire_Squid replied to RoverDude's topic in KSP1 Mod Development
Ah, I see. Thank you for the quick response, RoverDude. I appreciate it (btw, finally found the compatible plugin for KAS, so I can now make workable fuel depots and a station around the Mun [well... once I get MechJeb, since I can't rendezvous for the life of me]) -
[24.2] Karbonite Ongoing Dev and Discussion
Dire_Squid replied to RoverDude's topic in KSP1 Mod Development
Hey RoverDude, don't know if this was mentioned, but, besides supposed high concentrations of Karbonite in the air on other planets... are the hotspots on Kerbin for drilling only? I one flied over and through the hotspot with 3 to 5 air scoops for my hybrid jet, and it's so slow to store 'em up, in flight. I mean, I'm not expecting a HUGE boost, when doing so, but something minor to make the science of air sampling a bit easier, to understand and experiment with (until I can figure out how to transport a jet/spaceplane/vehicle onto Eve; most likely with super-heavy Rockets... or just heavy rockets... either which in asparagus formation). -
[24.2] Karbonite Ongoing Dev and Discussion
Dire_Squid replied to RoverDude's topic in KSP1 Mod Development
Definitely liking the small drill. -
Kerbin City Community Project - Phase B - New Islands
Dire_Squid replied to nothke's topic in KSP1 Mod Development
Thank you. I always try and get the feel of whatever it is I work on. -
Kerbin City Community Project - Phase B - New Islands
Dire_Squid replied to nothke's topic in KSP1 Mod Development
Hmmm... yeah, not to shoot him down, or anything, but I can draw a better illustration for the Statue of Kerbity. Dunno about a Character Sheet, though (for unified proportions)... maybe. But already my mind is abuzz with ideas (probably smiling, instead of the stoic but welcoming-face of the statue that inspires, a wrench or ratchet with a lightbulb instead of a torch, and a clipboard with rocket schematics instead of the tablets). -
Kerbin City Community Project - Phase B - New Islands
Dire_Squid replied to nothke's topic in KSP1 Mod Development
Oh hey, I've read up on Phase B, and though I'm not a CG modeler, I AM an artist (usually prefer pencil, but I work in photoshop, among a few other things)... and though I may not model a building (or what I wanted to do), but I can draw... so... Statue of Kerbity... or perhaps the monument to fallen Kerbals (kinda like those soldier monuments, only sillier, to represent the Kerbal spirit)??? -
What Career Mode taught me, which Sandbox didn't, was to understand each piece of equipment: every tank, every engine, every science bit, ever resource, and how to use it all efficiently... on a step-by-step basis. A shame you let your add-on go to waste by letting it work in one mode, and one mode, only.
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so, lo-fi... does this mod work for Science and Career modes, too? (P.S. The Medium wheels work like a charm, as I made a fuel truck using a MK2 Lander Can, some steel plates, a Jumbo Tank, and a few strusts to hold it all together, suspended by 6 medium wheels. However, I think the hoverpads should be a bit more ambiguous on weight displacement, compared to wheels... mostly due to balancing a floating thing is a lot harder to figure out than a wheeled thing)
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[24.2] Karbonite Ongoing Dev and Discussion
Dire_Squid replied to RoverDude's topic in KSP1 Mod Development
Hey Roverdude, I recall a while ago you were making a smaller drill... but I realized something easier and more accessible: Tweakscale the radial drill! THAT WAY (once I can get a new version of KAS, or a license-friendly substitute) we can change the size of that drill, and (with KAS or a substitute) connect it to things. Just a thought. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Dire_Squid replied to rbray89's topic in KSP1 Mod Releases
If we're gonna give Kerbol solar flares, sunspots, and the like... we might as well give Eve and Jool lightning storms that can be seen from space (Jool's being much bigger). -
[Career] Annoying Contracts
Dire_Squid replied to Biker Joe's topic in KSP1 Gameplay Questions and Tutorials
At least you didn't have to activate BACC Boosters at 4400m altitude, going at 400-650 m/s (it was impossible). -
[Career] Annoying Contracts
Dire_Squid replied to Biker Joe's topic in KSP1 Gameplay Questions and Tutorials
My hate is when the time comes to pick up an orbiting Kerbal... Why? I can't rendezvous for the life of me, without MechJeb! An official rendezvous tutorial would be nice, so I can pick up these unlucky orbiting buggers!