blub01
Members-
Posts
88 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by blub01
-
parts [1.12.x] Karbonite/Karbonite Plus (K+)
blub01 replied to RoverDude's topic in KSP1 Mod Releases
I just installed karbonite via ckan, and I have the karborundum engines, but, as far as I can tell, no way to actually store karborundum. EDIT: I am an idiot, the spherical tanks work. -
1.3 crashes on startup
blub01 replied to Nasyan's topic in KSP1 Technical Support (PC, modded installs)
I have the crash since 1.3, too, but I've uninstalled all of my mods (and the game), and it's still there. -
KSP Interstellar Extended Support Thread
blub01 replied to FreeThinker's topic in KSP1 Mods Discussions
no idea if the problem has been solved, but I've currently got a craft with a tokamak reactor that is simply not working - it doesn't output any thermal power, at all. does anybody have any idea what might be causing this? -
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
only for aerial AI though. doesn't work in space yet I believe.- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
maybe just tell the game to do it in batches? like, do a part of it, then wait a couple seconds, then start the next part, and so on?- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
as I understood it, it already works with 1.2. the patch notes don't say anything though.- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
it's some lander cans, 2 long 1.25m tanks (one on each side, with symmetry ofc.), which are each hooked up to a terrier. can't see what should be unbalanced. also, it happens when there is no force acting upon the craft in the first place.- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
Something weird I've been noticing: SAS seems to be malfunctioning. telling it to point towards maneuver nodes, for example, causes it to just kind of wobble around at varying distances from the correct orientation. EDIT: Seems to be some kind of phantom force, considering my craft starts rotating on its own, too.- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
two possibilities: you don't have a weapon manager, even though you do have weapons (that implies you have no idea how bdarmory works, so I don't think that is the case), or there's some kind of glitch. considering that the current bdarmory version is 0.11.something and this thread says it's compatible with up to version 0.10.something, that is probably the case.
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
there's not a save file you need to download anymore. instead, there's a button in the toolbar you can use to turn a career save into a kerbal kommander save.- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
the .craft file on my dropbox (at least I hope it works this way. haven't done it in a long time).
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
blub01 replied to erendrake's topic in KSP1 Mod Releases
idk about a kOS solution, but there are quite a few mods out there that provide exactly what you want to do - mechjeb, for example, and I saw a mod that does only the finetuning of nodes a while ago on CKAN. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
blub01 replied to erendrake's topic in KSP1 Mod Releases
LIST PARTS IN hoverEngines. SET hoverEngines TO SHIP:PARTSTAGGED("hoverengine"). DECLARE refLimiter TO hoverEngines:PARTS:ENGINES:THRUSTLIMIT. This is not working for some reason, anybody got an idea why? EDIT: figured out how the whole suffix thing works. UNTIL count > hoverEngines:LENGTH { thrustLim:ADD((tVel/10 + 9.81) * shipMass / (hoverEngines[count]:MAXTHRUST * refLimit[count])). SET count TO count + 1. } this says it return infinite for some reason though. the only way that would be possible is for hoverEngines[count]:MAXTHRUST * refLimit[count] to be 0 I believe, and it definitely isn't (maximum thrust should be 120kn or so, refLimit 100). EDIT: should've probably the initial thrust limiter I read this from.. oops. oh, and is there a way to check for any random key being pressed? -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
blub01 replied to erendrake's topic in KSP1 Mod Releases
thanks. -
[1.3] kOS Scriptable Autopilot System v1.1.3.0
blub01 replied to erendrake's topic in KSP1 Mod Releases
is there any way of figuring out a craft's altitude apart from using that mod that adds laser distance sensors? EDIT: nevermind, it's just been moved to the orbitable page in the documentation. EDIT2: is there a way to get altitude above the ground though? -
not sure if I'm just doing something wrong, but using one engine in manual control mode automatically forces others to have a 100 thrust limiter for me.
-
The Ultimate Jool 5 Challenge - 1.0 to 1.3
blub01 replied to sdj64's topic in KSP1 Challenges & Mission ideas
well, IR adds a part that allows you to take surface samples without kerbals. EDIT: oh, and could you sort the list of allowed mods alphabetically? might make checking against the mods you currently have installed easier. -
The Ultimate Jool 5 Challenge - 1.0 to 1.3
blub01 replied to sdj64's topic in KSP1 Challenges & Mission ideas
Some mods I'd like to use that aren't currently on the list: - Infernal Robotics - b9 procedural wings - eva struts (adds a single part that's basically just a strut connector that can be connected/disconnected by a kerbal on eva) Are these allowed or not? (also, what about the other USI mods?) EDIT: Also, what do you mean with "science increasing strategies"? -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
blub01 replied to girka2k's topic in KSP1 Mod Releases
@Fwiffo I haven't actually tried the mod yet. it just didn't seem like something you could do judging by the description.