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Everything posted by goldenpsp
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Read back a couple pages. Post #396 -
Ok I am a bit confused. I have had little time to play. I installed the latest experimental. I had a VTOL based around Rover's VTOL from his tutorial video. 4 horizontal fans and 2 vertical tail fans. Now the first oddity is that when I loaded the ship, the fans were reversed. In that the 4 lift fans were vertical and the 2 vertical tail fans were horizontal. So I fixed the fans and tried to take it for a flight. Even though the triangles were all facing the same direction, the 2 left fans blew down and the 2 right fans blew up, causing the ship to basically barrel roll flip over. So I took all the fans off and added them from scratch, same issue. I also removed them and tried adding them with symmetry. I figured I'd ask.
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
My guess, especially since this is the K+ thread is that while some might like the resource engine of kethane, Karbonite and K+ have way cooler parts to play with. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Completely different systems. Karbonite uses ORS and kethane uses its own proprietary resource engine. Have you really used Karbonite much? While technically the resource is infinite, in reality non-hotspots are so low in resources the extraction rate is sooooo slow it might as well be depleted. Sure if you time accelerate for weeks you will eventually fill your tanks... -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Wow, need moar coffee? Forsaken pretty much covered this already though, so I won't repeat the sentiment. Again WOW. I guess I could say the same about your basic reading skills. My comment was not a failure to see a connection between supplies and crew. My comment was to show there is more than one reason to change the supplies amount that does not involve more crew. Therefore since adding more crew is not the ONLY reason you may want to adjust the amount of LS in a DERP pod you cannot really use configurability as an argument that it should hold more than one Kerbal. I think my logic is fine thanks. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Rover said a page or so back to extend the kickstand before landing. But there were other people saying the kickstand is sometimes clipping into the ground so maybe there are bees involved with the update. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
1. Yes it has been explained numerous times in this thread. A kerbal can last 30 days without food using TAC-LS, which is why food is at 0. 2. That is what the kickstand is for. To keep the hatch from being blocked when landing. (also explained throughout this thread). -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Maybe the logic is that Rover felt it should be a 1 person escape module, as it is his mod. Luckily the way it is licensed you are free to change it to a 15 kerbal escape pod if you wish. And while you may try and argue that there is no direct correlation in stock, I would throw out that there is still SOME correlation. IE the 3 man capsule is physically bigger than the 1 man capsule. It may not scale perfectly but they are in fact bigger and heavier. In that vein the DERP is physically smaller and lighter than even the 1 man capsule, so it absolutely could be argued that it isn't capable of holding more than one kerbal. From a playability standpoint I personally feel it being 1 man is fine. Also I don't see how being able to adjust supplies is an argument for fitting more people. I would say that feature would be more suited to allowing a longer lifespan in the instance that you had DERP modules for far away planets where a rescue operation would take longer to get to the kerbal. -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
You think that is fun. Make a multi-DERP, karbonite based rescue vehicle. Put like a half dozen derp modules on it. You can have it skimming the atmo at 72km collecting karbonite to refill the tanks while waiting. Then when a rescue mission pops up you can burn up a little to rendevous, kerbal hops in one DERP, then go back down to 72km to refill the tanks again. -
I figured I would post a fun creation. This is my Kerbin Rover delivery VTOL. After installing the fine print mod, I was getting a number of "explore this area with a rover" contracts. Rovers are slow. So I wanted something to transport a rover into the area faster and then complete the contract. This has 2 mini karbonite generators, plus 2 mini karbonite drills. This helps to keep the batteries going and allows me to land and top off the tanks. It also has 3 KAS containers holding a minimal packrat rover. so I can fly to the contract location, assemble the packrat and complete the contract. At least that is the theory. Now if only I could actually fly the damn thing it would be perfect!
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You may be, but you are not having an issue with KSP gameplay. You are having an issue with a specific mod. So you will likely get more help asking in a place where the mod developer and people who use the mod chat about it.
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Seems like this thread should probably be in the Interstellar lite thread. Or at least the modded support forum.
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Dude, seriously, just drop it. From the sidelines it is difficult to know everything that goes on with the mod developers enough to speak intelligently on the subject. For example I don't know the true motivations for any of the mod devs to do what they do. All I do know is they volunteer countless hours creating extensions to KSP that help extend my enjoyment of the game. Heck I have followed the ORS issues since Karbonite was just a dev thread and I still don't know that I could speak intelligently on the issues right now. In addition you have tried three times now to get your point across. If your goal is to drive Fractal_UK to the point of saying "screw you guys, why did I bother coming back if all I am going to do is catch grief" then by all means keep at it. Otherwise politely thank him for all his work creating mods for our enjoyment. Wish him luck getting current issues resolved. And get back to doing what you and I do best, which is playing the game. To that end, to Fractal_UK, Roverdude, and any other mod dev who happens upon this. THANK YOU for the countless hours you have freely volunteered to create amazing extensions to KSP that have enhanced my enjoyment of the game. I wish you luck getting the roadbumps sorted out as these mode are even more kick butt when they all integrate with each other.
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parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
posted-Done -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Just a feature request. Unless you think it is unbalanced, would it be possible to make the DERP able to carry experiments? I was going to use one to return my Kerbal from the Mun with all of the science that wasn't transmitted. IT was then that I realized it cannot do that. It seems if the Kerbal can carry the experiments on his person he should be able to carry it in the DERP as well. -
My Mun/Minmus Biome Hopping science lander Mk1. I was really hoping to make it all out of exploration parts for my first Mun/Minmus trip, but too many parts are way down the science tree. It was getting really tedious trying to unlock enough without leaving kerbin. It has a Karbonite engine and tanks. 3 mini Ka Drills, as well as a generator. The generator was mainly a failsafe as I found in testing when I would time accelerate I sometimes let myself end up on the darkside and lose power. Otherwise the solar panels keep the batteries charged plenty. It fills the tanks pretty fast if I land on a hotspot. It is overbuilt, with about 2500dV full. But the idea was to be able to gather the science and make it back into LKO where the science will get retrieved via SSTO and then it can head back out to Minmus.
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[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
That's how it works. There isn't a toggle for the actual texture of the module.