beelzerob
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Bottle Rocketeer
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I'm happy about anything that makes loading renderers and shaders easier. I'm sure it was obvious to most others, but I frequently had a hard time figuring out exactly what was supposed to be loaded to get me beautiful looking environments and shading.
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Nice. i really like these in-depth explanations of bug hunting.
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Mod for dead/missing Kerbals in career?
beelzerob replied to beelzerob's topic in KSP1 Mods Discussions
That's a good idea, I'll look into that tonight. I was looking at the contract mods out there to see how hard it would be to tie a Kerbals death into a contract to go rescue them from wherever they may be, or thereabout. If I could just stop playing the game long enough, I could probably figure it out.... -
Playing a new career again, I'm looking for something that makes accidentally killing (yes, that really WAS an accident!) Kerbals something that is PAINFUL...but not soul crushing (or space program ending). I tried setting it in the difficulty settings to return Kerbals after the max amount of time, but it only went as high as 100 hours. I use Kerbal Construction Time, so 100 hours is nothing. 100 days would be more in line with what I'm thinking. Is there a mod I'm somehow not seeing that makes death painful but not permanent? I think I could deal with permanent death, but not for the orange suits...that's too harsh. Killed/MIA Kerbals could return after a year, or have to be rescued from somewhere on Kerbin, or orbit, or bottom of the ocean....or something. Does such a mod exist?
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Need help with decoupling
beelzerob replied to Stgerrit's topic in KSP1 Gameplay Questions and Tutorials
I don't know your stance on mods, but this is one reason I love the Kerbal Attachment System mod, because you can send an engineer Kerbal with a wrench to go fix the thing....What i call my many "Hubble moments". -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
beelzerob replied to Nereid's topic in KSP1 Mod Releases
I'll try to setup a KSP install with just KRASH and FF and see if I get the same problem. -
Kerbal Construction Time/StageRecovery Dev Thread
beelzerob replied to magico13's topic in KSP1 Mod Development
Hopefully I'm not misunderstanding your question, but to build something from the VAB/SPM, you open the small KCT window and click the Build button. You can see it in @JeffreyCor 's screenshot a few posts back. You'll get a message at the top of the screen saying it was added to your build queue. -
[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
beelzerob replied to Nereid's topic in KSP1 Mod Releases
I use KRASH and Final Frontier (along with other mods) and noticed last night that some Kerbals achieved awards in Final Frontier from a simulation flight, and when the simulation was over, they still had the awards. I'm going to post this in the KRASH thread as well, as I do not know which one is causing the problem (KRASH not reverting everything correctly, or FF not respecting the revert). Wasn't a big problem this time, as the 3 Kerbals who got the awards for first orbit in the simulation also flew the real thing (after which 2 of them promptly were obliterated). -
I use KRASH and Final Frontier (along with other mods) and noticed last night that some Kerbals achieved awards in Final Frontier from a simulation flight, and when the simulation was over, they still had the awards. I'm going to post this in the Final Frontier thread as well, as I do not know which one is causing the problem (KRASH not reverting everything, or FF not respecting the revert). Thanks.
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Kerbal Construction Time/StageRecovery Dev Thread
beelzerob replied to magico13's topic in KSP1 Mod Development
Heh, since starting this new career game in 1.2 I've flown so many tourist flights....Like every 10 days. I can't even remember how I ever made money before. -
Kerbal Construction Time/StageRecovery Dev Thread
beelzerob replied to magico13's topic in KSP1 Mod Development
My understanding is that sim functionality is no longer a part of this mod. Find another sim mod for that. I forget which one I use but it works great. Edit: garwel reminded me....K.R.A.S.H.. -
Kerbal Construction Time/StageRecovery Dev Thread
beelzerob replied to magico13's topic in KSP1 Mod Development
Well, I'll try again tonight. Maybe I have mod interference. -
Kerbal Construction Time/StageRecovery Dev Thread
beelzerob replied to magico13's topic in KSP1 Mod Development
Hmmm...I don't remember ever having to close it in the flight screen...seems like it was never still open if I went to flight directly from the Space Center via the KCT Launch button. That would otherwise make sense if closing it during flight bled over to space center screen, though I'd still prefer to ALWAYS have the KCT screen be visible there. Either way, upon returning from a flight, the KCT screen wasn't staying open when going into and out of buildings like it had been at first, so I'm thinking that's an actual bug. -
Kerbal Construction Time/StageRecovery Dev Thread
beelzerob replied to magico13's topic in KSP1 Mod Development
I tried it too, and when I first got to the space center screen, then yes, it would work. I popped open the KCT screen, went into VAB, came back out and it was still up. I was a bit puzzled by this and almost posted an apology. Then I went and flew a simple quick mission, and upon returning to the space center screen (after recovering vessel), the KCT screen was not up. I then opened the KCT screen, went into the VAB and came directly back out. Again, the KCT screen was no longer open. So, somehow flying a mission undid that feature. Ha, I WASN'T insane after all! -
Kerbal Construction Time/StageRecovery Dev Thread
beelzerob replied to magico13's topic in KSP1 Mod Development
Hmm...I thought I was on the latest dev DLL. I'll check again tonight. It definitely doesn't stay open, I always have to click the clock icon to open it. Thanks! The last selected tab staying open would be helpful, too!