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bounty123

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Everything posted by bounty123

  1. This was discussed not so long ago, I was having the same problem. Seems that docking does the trick, if you dock/undock, hab time of the landing vessel gets reset and gives more than enough time to land. Of course this does not affect home sickness values.
  2. I wonder how people can play without this, feels so silly messing with the vanilla handles, never doing what I need them to. Also, being able to put maneuvers right on ap, dn etc. is so cool. Only thing really bothering me is so many times losing target when clicking on the +/- buttons, if only this default double click target switch would be optional.
  3. With 0.5.11.0 I can't see wear ratings as I do with for example 0.5.6, same settings. Was this an intended change?
  4. Thanks, so un/redocking is the key, I'll keep that in mind. You probably saved several kerbal lives with this info!
  5. I experienced a similar lander separates, crew quits problem. I'm still in early stage of my USI career, it happened me on a return trip from Minmus. Arrived to LKO with about 7 days hab time remaining, and after separating the return stage, during descent, the crew decided they've had enough torture and quit, not the best timing. Is this intended so? I would imagine there should be some hab time remaining for them to land. In this case the 25km Kerbin limit saved them, but I bet that on Duna it would be messier. Edit: maybe the lander pod(s) shouldn't be occupied during the mission, and only be used during the landing and then it would have habitation remaining in the end? I'll test it at home.
  6. Just wanted to say thank you for your awesome mods, I'm in the process of getting to know them. It's almost a new game with them, feeling the excitement again planning (and failing) missions
  7. Sent a pull request with the duration display fix. Also for some minor cosmetic changes to the Supply window if you agree, I found it a bit hard to distinguish between vessels as it was, especially when you have many vessels around the same body. Before - after screenshot.
  8. Ok I'll try tomorrow, it's about time I figure out how to do it. Snacks already made me learn how to debug and compile a ksp addon, that's how much I like it
  9. Update: calculation changes from indefinite to right amount, if I disable recyclers Update2: I think I managed to find the bug in the code. In SnackSnapshot.cs, in case of not loaded vessels with recyclers, the snackConsumption reduction code runs at the wrong stage, multiple times for every protopart, so snackConsumption becomes negative. If I move it outside of the "foreach (ProtoPartSnapshot pps in pv.protoPartSnapshots)" loop, the consumption value becomes correct and the same as in case of loaded vessels, which worked fine.
  10. I investigated a bit, and it must be something save-related, because it works fine with a new save. I wonder how could I fix it.
  11. I'm having a minor issue with the latest version (1.5.6), Snack Supply check window is showing indefinite duration for all vessels. Snack and crew amount is fine. Only exception is when I'm controlling a vessel, for that it shows the right estimated time, but after exiting to KSC, goes back to indefinite. Anyone else experiencing this? Running KSP 1.2.1 64 bit. Also, there is no Snacks button in Tracking Station, could you enable it please? I can still switch it on in KSC and switch to TS, but a separate button would be convenient.
  12. Meals per day is supposed to be 3 by default, maybe this setting is 1 in your save? With 1 meal/day a can can supply for 83 days.
  13. I'm sure he didn't. He just shortened the full Kerbal Space Program with the first word, seems perfectly fine to me.
  14. I was watching a Hearthstone twitch stream, and the gamer just switched to KSP for a bit. It immediately caught my attention, haven't played any Hearthstone ever since, but lots and lots of KSP Started by watching Scott Manley tutorials and there was no way back from there on.
  15. I had no crash with 1.2 so far, and i've been playing with it a lot. Linux 64 bit version.
  16. I feel the same way. I already limited myself to using only 1 and not abusing time warps, because they are so OP. I think at least there should be a variable rate how it generates science, for example in hard mode it should be much much slower.
  17. Yeah lol I even had a special add-on for the navball thingie before, it was so annoying that it always disappeared.
  18. Thanks a lot for the update. I think this mod is one of the essentials, can't believe this functionality is still not part of the game, together with KER's.
  19. There is an occlusion threshold, which is tunable in the settings. By default is is lower than 100% IIRC, so signals will go through the outer parts of the planets.
  20. This mod seems interesting, even so because KAC is not available yet. However, after installing it, there is no sign of it ingame, no new tab or any other new stuff in tracking station. Is this supposed to work under linux as well? I can see it being initalized in ksp.log, couldn't find any errors, it's just not there in the game. I'm playing with 64 bit linux latest prerelease build.
  21. The feature to go directly to Tracking Station from a Vessel alone deserves the biggest hype ever.
  22. For even more fun I started to rescue them with an ssto rescue plane over Kerbin. This might even be the cheapest solution, but most probably not the fastest.
  23. I quite accidentally saw a Hearthstone streamer Trump play it on twitch. Since then I've long forgotten HS but am absolutely hooked on KSP and spreadng the word among my friends.
  24. So my first research lab over Kerbin has a whole bunch of processed experiments stored. Can I just take them all and put them in a new lab elsewhere and process them again? If so then it seems a bit OP but cool anyways.
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