Dakota2063
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Everything posted by Dakota2063
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I know the when I was signing up for the military, we used a mm/dd/yy method, which is what I', used to. I have sen many where its dd/mm/yyyy, but that usually throws me through a loop.
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same here. what are going to be the parameters of the part/parts in question?
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The "You know you're playing a lot of KSP when..." thread
Dakota2063 replied to Phenom Anon X's topic in KSP1 Discussion
You know you play too much KSP when your girlfriend is trying her hardest to get you to play other video games instead. Seriously, she is surprised when I do play other games now. Also, you know you've played too much KSP when your girlfriend is quickly becoming an expert in rocket science. -
I stand corrected, though I think I knew this before but didn't think about it when I wrote that sentence. What I was really trying to get at though was that with kethane, you had to have kethane installed and couldn't edit kethane out and still use it's plugin while I believe that with karbonite, all you need is the regolith plugin to add your own resources with out having to have Karbonite installed, as well as being able to have your resource mod be a stand alone mod versus having to install two mods just to get one to work. That's my experience with EPL at least.
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We are not getting Karbonite in stock but rather something similar to Karbonite. There is probably a few reasons, for this, the main two i can think of is that 1) Roverdude is active on the forums and keeps up with his mods, and is thus available to collaborate with Squad on implementing a more stock version of a resource system. 2) Many of the ideas and concepts in kethane, like the hex grid scan system are copyrighted, and thus prevents it from being implemented with out permision from the developers of Kethane, who (as stated above) aren't around for contact about that possibility. 3) Roverdudes Regolith mod, which is similar to what we are getting is very open ended and allows for others to add in their resource with very little fuss, while Kethane is a very closed system. One of the goals Roverdude is helping to bring to the new resource system is ease of access for mods makers to build off of. That said, I do like Kethane, even though I am using Karbonite at the moment, and hope that it is still updated once KSP 1.0 comes out for those that want it as well.
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very well said.
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[1.0.4] LLL - Lack Luster Labs (Space-boxes!) [LLL-14 - 20JUN2014]
Dakota2063 replied to Lack's topic in KSP1 Mod Releases
This is definitely a problem with tweak scale, and to the best of my understanding, it only occurs when you reload a vessel. The root part resizes back to default. The trick I have found is having the root part be it's normal size, while tweaking the rest. Please note that if you jettison the old root part as part of staging, the new part that was attached to the decoupler becomes the root part and suffers from the same issue. Right now this is the only work around I know of, until tweak scale is updated. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Dakota2063 replied to KospY's topic in KSP1 Mod Releases
I am currently looking to make large base structures place-able with KAS, but need help with writing up the module section to allow that. These are large structures and I don't want the kerbal to move, but would like them to be able to place the structure up to 2KM away from them so that the base can be set up. Any help would be appreciated. It needs to be placed on the bottom most node, which is the part I'm having the most trouble with. edit: Am I correct in assuming that the part in question needs to be surface attachable? if this is the case, i think I may have solved my problem. -
My Jeb is current;y starting a clone army of himself on minmus while the rest of the agency flies in more parts for my minmus base. They recently just got a karbonite drill.
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Squadcast Summary (2015-01-31) - The 'Wait For It..' Edition
Dakota2063 replied to BudgetHedgehog 's topic in KSP1 Discussion
The resource system looks promising. I'm looking forward to sewing what parts we'll get for that. Also, what modules I'll be able to sue to make my K.A.S. Colony system. -
Parameciumkid, with the next release, would it be possible to make the jump portion of your code work with out the transform you have in your jump drive, A few others and I have tried to add your jump module to other parts for aesthetic reasons, but could never get it work. This is by far my favorite FTL mod, as I can build ridiculously large vessels and move them around the kerbin system.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
Read earlier posts, but it sounds like you need to remove the space from the file name. Currently there is a space right after the bomb name but before the .cfg I had the same issue where I had it working and made planes with them, then the next time I loaded up, they were missing and I could fly the planes. -
LLL - Lack Luster Labs - Development Thread
Dakota2063 replied to Lack's topic in KSP1 Mod Development
That's rather cool. Now I need to see how close I can make the rover with you parts. And then build up a mun base with harvesters. -
LLL - Lack Luster Labs - Development Thread
Dakota2063 replied to Lack's topic in KSP1 Mod Development
Hey lack, I assume you watched "Moon". My girlfriend just sat me down to watch it tonight and I couldn't stop thinking that Gurty 3000 was Berty. I figured you made yours modeled after him. Now all I need is that rover. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
My best guess is to action group the toggle for the weapons of choice so that they turn on and off together. The all you have to do is point with the mouse and fire like normal. Bombs and missiles I'm not sure, but messing around might give you some answers. -
Squadcast Summary (24/01/2015) - The Valentina Edition
Dakota2063 replied to BudgetHedgehog 's topic in KSP1 Discussion
I like the sounds that tier 0 will be the barns. It doesn't replace it, and satisfies a large group of KSP players that were left wondering where the barn was when .90 launched, only to find out that they were left out of the discussion when it came to that subject. I personally think it adds a bit of personality to the game, which is part of the charm of KSP and kerbals in general. Hell, even most of the parts hint at absurd origins, like junk on the road, so it does fit in. The current tier one also needs some love, as it's rather.... bland. As far as being unrealistic. Are you sure we play the same game. Little green men, soupy atmosphere, exaggerated SAS and gyro stabalaization, Single sphere of influence physics, joints that wobble, even if the real life counterpart would have been welded down, only one point of attachment with out using space tape, space tape, infinite EVA fuel so long as you keep returning to the capsule, moving fuel around changes the center of mass, and allows for the shifting of the craft for small movement (Watch Scott Manely's video), paper machete in explosions. And the list can go on. It's certainly not realistic, but it is a simulation and having a barn, or a bunker, or any other silly thing in the game won't change that, and it is a great representation of orbital mechanics done more realistically outside of hard core simulators. Final thoughts, Finally, less mods I'll have to install to play the way I want. (Off world resourcing.) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
Actually, What I would like is a bomb bay that works a bit more like the rocket pods do where the munition is not loaded till it is deployed from the launcher, that way you can make a strategic bomber that isn't going to lag out a system when you load 20-30 bombs on it. ( and then the payload clips through the ship and into the ground ......) -
This is the problem I am having as well. Which is sad, because I like those cheek thingies.
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
Dakota2063 replied to RoverDude's topic in KSP1 Mod Releases
Did you turn off the exotic matter charger? if not, it will explode your ship as you throttle up. -
@Pentence. I downloaded your Biosuits, but for some reason the visor sections are not displaying when I load into the game. Is there something I might be doing wrong?
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It seams that the problem with parts resizing upon reloading is that the root part defaults to it's original size. To avoid this, make the root part an item that you don't plan to resize, and it seems to work nicely. Need to test it out when going back to a ship in space or on another planet and see if the work around also works.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Dakota2063 replied to BahamutoD's topic in KSP1 Mod Development
Sorry, wrong thread. removing the space seems to work on loading bombs. -
Love the cockpit, this is going to be great. Will be the first mod i install on my new 0.90 install. Right now, playing around in complete stock on default difficulty to experience the game in it's core mode. Then I'll restart my attempt at a youtube series with this and LLL for Kerbal Interstellar Konflict.