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DoctorDavinci

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Everything posted by DoctorDavinci

  1. Then perhaps you should talk to the MS Store who sold you the game Squad developed the game, Flying Tiger screwed up the port to console and the MS Store sold it to you ... When you want to return something you return it to the place you bought it from, n'est pas?
  2. So console games don't have bugs? Man, I've been wrong all this time thinking that all software have glitches and gremlins ... I guess I should just sell my computers and get a console now since we all know how annoying bugs can be ... It's taken your insight to make me see the truth, I think we gotta hug ........ But seriously, name a game that doesn't have glitches or full blown bugs on console Just because you don't experience a bug doesn't mean it isn't there
  3. I'm curious as to how it is Squads fault that you had high expectations for this game on console based off of YouTube videos you watched of people playing KSP on PC Glass is made out of silica which is solid, however did you know that glass is actually a highly viscous liquid? ... Food for thought
  4. So I did this ...... Hope it helps 3 modular mining rigs set up at the island airport ... each has 350 parts, 20 drills, 2 small ore processors, 2 large ore processors, 2 large deployable radiators, 6 medium deployable radiators, 4 small radiators, 24 large fuel cells, tons of lights and a bunch of Kerbals Each mining rig splits into 4 mobile parts that can be driven to a new mining location and be reassembled Here is the persistence file: https://www.dropbox.com/s/a4lxbf1a78qe2bt/persistent.sfs?dl=0 Here is the craft file: https://www.dropbox.com/s/h5p9xrd5c9mfko6/Mining Rig.craft?dl=0 Hotkeys are as follows: 1- Toggle Deploy Drills 2- Toggle Surface Harvesting 4- Toggle Radiators 6- Toggle Fuel Cells 8- Toggle Ladders 0- Toggle Fuel Converters (Lf+Ox)
  5. Sorry bout the bold face type ... I was on mobile and did a copy paste from the BDAc thread
  6. As stated in the BDA Continued thread, I bring to your attention the following ........ While we agree CKAN is a great mod for those that choose an easy method to manage their mods, we take no part, nor are we interested in maintaining CKAN mod metadata for BDArmory and any other associated mods. Please don't ask us about it but refer to the CKAN mod thread if you are having issues with CKAN or the metadata it maintains.
  7. We on the BDAc development team are all passionate about KSP as well as BDA, which is why we have put our time into keeping these mods up to date in Baha's absence Our team at the moment consists of 6 members who all bring different talents to the table ... Many of us have extensive experience in various areas of aerospace, computer programming, manufacturing, high end electronics as well as real world weapon and targeting system design and testing not to mention the coding and programming experience of our project lead @Papa_Joe It gives all of us On the BDAc development team a warm feeling inside knowing that the KSP community appreciates our efforts
  8. @bokrif and @Virtualgenius ......... We at the BDAc development team have taken it upon ourselves to keep BDA up and running as well as other mods from the Baha family Here's a link to the thread where we have gathered BDA and related mods ... We have a working version of BDAnimationModules compiled for 1.1.3
  9. I think I reached the limit of momentum tether staging ... balancing is the first issue then positioning is the second ... After that it's struts, struts and more struts The handymans secret weapon is Duct Tape (Red Green) ... Or in the case of Kerbals, struts
  10. Have you tested take command? Apparently there are still some issues in regards to running the mod in 1.1.3
  11. That is a recent addition to the OP ... It wasn't there when I originally posted my comment
  12. Questions - Where are we starting, where are the islands we are supposed to visit And some explanation on what these are supposed to represent would help forum users understand Some clarification would help ... I recommend reading the following:
  13. @Alphasus - Suggestion .... Perhaps using Camera Tools would help with keeping the camera on target Here's the link to the Git repo where a 1.1.3 version is available: https://github.com/ntwest/CameraTools/releases
  14. No need for me to inspect it ... Use it if you like
  15. I refer you to this: https://en.wikipedia.org/wiki/Gas_turbine_engine_compressors Should help you understand how it works
  16. @Alphasus - My entry has been sent ... The CANUKWorks DF-54 Basilides EDIT: I have now retracted my entry ... good luck to all
  17. I like it but is this for a single launch mission or can you do multiple launches?
  18. Not a treadmill ... A Hamster Wheel And you can use it when you run out of electricity or fuel to power your ship ... Sometimes you need just a little bit more Dv
  19. Isn't that the obvious choice? If you're not going to use then may as well lose it
  20. Well my craft performs better without RCS so I won't be using it
  21. @Tinyeth (Taulord100) - Welcome to the forums ... I am going to direct you to the following thread as it will likely assist you in improving upon this challenge
  22. I'd recommend at launch before you start the competition mode ... Also you are not able to turn on RCS with action groups or through staging so the host of a given match will have to turn on RCS for each competitor
  23. The AI doesn't trigger the ECM ... You have to stage it, that hasn't changed as of yet EDIT: I have raised the issue with the other members of the BDAc team and also opened an issue on Git for this to be addressed
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