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stryker2279
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Everything posted by stryker2279
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Well whatever you do for the utilities module I will wholeheartedly support! If it were possible I think it would be cool to give it a dual antenna, one "dish" for long range comms and a short range omni, like 25km range for autonomous construction/drone control of stuff around the base/station. Also, how is the FLEXrack coming along?
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Good to hear! Good luck with your new job, and if you still are working on your masters degree then I hope it goes well! My modlist soup wouldn't be complete without some sweet station parts! That said I'm confused as to how this mod interacts with remotetech. I think that you wrote it does interact with the mod, but I'm not sure how. I believe the utility module has something to do with remotetech integration, but even when I looked at the files to find a MM config for remotetech I couldn't find anything. If I'm missing something, figuratively or literally, any clarification/fixes are awesome to have!
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Hey guys! I just got bounced here from the great folks at karbonite for help with my idea of Kalladium, a virtually useless material that, because of its inherent shininess, is super valuable. The idea hinges around whether or not I can make this, and I have no idea where to start looking for help on adding a new resource! So I ask you guys if you have any tutorials on how to add a resource to this mod! For starters, where to literally start would be great, but if you know of a better thread for me to pester/bother/seek advice from, then I'll hitchhike over there
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This. This needs to be done. I demand it. I must have awesomeness like this in my game! Only thing I could think of would be to make mechjeb virtually useless unless it had gps or connection to some point around it, so like you would have a base on kerbin needing supplies, mechjeb would either use satellites to tell it where it is, or it would use crafts in its line of sight to make a prediction of where it is by moving in relation to another object in its line of sight, such as three flags spaced apart. First part is kind of easy, but the second would be hard, but I would imagine for starters it would need a line of sight to an object. I'd love to explain this idea further to anyone interested, and feel free to use this idea, I guess! My vision is dependent on mechjeb, this mod(duh) and remotetech
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[1.0.4] BoxSat vA.02f - Updated 09/16/2015
stryker2279 replied to DasPenguin85's topic in KSP1 Mod Releases
When you say rescale scansat, does that mean the dishes on the BOXsat parts will be smaller? - - - Updated - - - I love this patch you made mecripp! Only thing "wrong" is that the dishes are not on straight, and the ocd kerbal in my head is saying "vell, zis certainly vont doo!"(German accent implied) -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
stryker2279 replied to DasPenguin85's topic in KSP1 Mod Releases
Well, the idea was that 1: you have a super tiny modular satellite. Some sacrifices must be made, so you wouldn't have all of the sensors on board at once, 2: I'd be ok with assuming that each has its own dedicated tray, which would bake up for the size difference in the actual dishes. Just my opinion though, but if you were to put these dishes in a pack then I'd be delighted in using them! -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
stryker2279 replied to DasPenguin85's topic in KSP1 Mod Releases
If you were to put these scansat BOXsat compatible parts in the photos out for public use or show me a link to them, I will give you all the jello mankind has to offer, my friend! -
Here is an idea, what if you were to add a system that made a limit to the number of satellites in a constellation? Or a limit to the number of sats a single satellite can connect to? For instance, sat1 has a max connection number of 2, including ksc as a satellite, meaning it can only link up to one more satellite before you experience "lag", basically making it impossible for it to do more than two things at once? That way from a gameplay perspective you could have "specialist" satellites, like science, mapping, communications, etc. to have contracts for. Then make a part to increase the processing power so that you may have several satellites having commands sent to them from one central hub.then make the ksc limited similarly in career mode, I.e. One sat, two sats, then four sats.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
stryker2279 replied to BahamutoD's topic in KSP1 Mod Development
Lol! I just realized something! Dude, bahamutod, you missed a lot! Have you heard? You've been gone long enough that they moved out of the dark ages and into a period of enlightenment; BETA!!!!!1!1!11!!!! Whatever you have cooking in that amazing mind of yours must be published for such a momentus occasion, as tribute to the almighty space kraken, so that it may never beseech our crafts again, it's appetite sated.(at least until 1.0 hits, which is right around the corner I hear) -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
stryker2279 replied to DasPenguin85's topic in KSP1 Mod Releases
Is a xenon tank in the works? For me, a fuel tank that small is just worthless, and the engines too weird/inneficient -
Is ther a way to make it so that heat shields are overpowered? It would be cool to have a way to make it so that if you have a heat shield you'll basically be fine but if you don't then you'll be porked. My thought is this; I like the idea of needing a heat shield, but I still want to use mechjebs auto land function, which we all know is very aggro when it comes to reentry, but I love it's accuracy and consistency. That way I can land without fear of death(with shield) but still get the joy of de orbiting space stations and other junk
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
stryker2279 replied to BahamutoD's topic in KSP1 Mod Development
I may sound terse, but to me, the only "nuke" I need is basically an overpowered larger version of an existing bomb in this mod, like the snake eye so that pilots can get away in time or something like that. I mean, it's ok to like really scale down the firepower, this is ksp: its meant to be the fun sized version of real life! -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
stryker2279 replied to BahamutoD's topic in KSP1 Mod Development
Because people like to pretend they are the harbinger of doom, the one with the last laugh. Besides, who said they had to act like real nukes? Just make a giant colossus bomb, make it have big boom, and have pretty clouds.hardest thing would be making th mushroom cloud for bahamutod, and I only say that because he obviously has the skill and the talent to make a big darn bomb, all we need is that after it blows up it looks cool! -
Maybe I'm just not doing something right, but for me the deployable heat shield acts batcrap crazy. When I deploy it, it automatically destroys any spacecraft that was sitting above it, and proceeds to float down at like 2m/s. It's almost as if it instantly gains a drag number of like 1000 and basically goes from heat shield to monster brick wall and the rest of the ship gets smushed behind it
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
stryker2279 replied to BahamutoD's topic in KSP1 Mod Development
How would you go about changing the tracking configuration of a missile/bomb? I love me some JDAM's, but the ones on the first page are treated like anti air missiles, in that they can't seem to hit, well, anything on the ground -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
stryker2279 replied to BahamutoD's topic in KSP1 Mod Development
I don't know if this was a bug or not, it's probably some AI logic that's being wonky, but I felt like doing some scenarios that ended up getting really complicated to explain. I would set up an anti air missile launcher behind a building, prepared to shoot down the opposite team, which was on the other side, so no sightline meant no shooting yet. The opposite team had a rocket on the pad that, when launched, would eventually enter the first teams sightline, which should try to shoot it down I would think. Team two also had missile trucks that were set up to counter team ones missiles once they were seen. My issue is that team one won't stop locking onto team two's trucks instead of the rocket that is launched! ...! -
there also seems to be no "conversionrate" in any of your converters, at least for me, so it seems as though there is no conversion whatsoever. when you place a part in the VAB it says conversion rate 1 for carbon extractor. but when i peeked under the MM's hood, there is no conversion rate at all! im guessing that TAC is putting a default number since there is no specification, but it doesnt do anything besides that. luckily my space station has about four months till it needs a resupply mission, so i'm good, i think, but i was wondering what you wanted as far as how much a module could recycle? for instance, utilities recycle ten days worth of air while a node can only handle one? BTW, love your mod, and this is literally my first post ever on the forums,