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Everything posted by CrashTestDanny
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So I've been thinking about a permanent solar station in an orbit that would keep it perpetually the same distance from Kerbin - just outside of Kerbin's SOI. Easy enough to do I think, just escape Kerbin either pro or retro to Kerbin's orbit of Kerbol and then shortly after escaping Kerbin, tweak the station's orbit to match Kerbin's (but not to return to Kerbin). Seems like this might offer benefits as someplace that's relatively easy to get to plus very easy to use as a staging/refueling location for longer trips might even simplify some trips, no? Am I just nuts or is this a moderately decent idea?
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Whether we love or hate the new look & feel of the forums or anything in between, I'm sure we can all agree that it is a valuable resource that was indeed missed. Thanks Squad for all your hard work in providing this resource for us. Danny
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
CrashTestDanny replied to nightingale's topic in KSP1 Mod Releases
Thanks for the quick fix for 1.8.2. I thought my game was hosed. I could only change scenes once and then I was stuck. Thought my save file was hosed... all good now though! :) Danny. (+ rep for your hard work)- 5,225 replies
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[quote name='Diazo'][B]Version 1.34b[/B] -Fix Editor panels going weird. -Fix bug when a Kerbal was on EVA. [URL="https://github.com/SirDiazo/AGExt/releases/tag/1.34b"]Download here.[/URL] Alright, interaction with the Editor panels has been redone from scratch. Hopefully this squashes that bug for good. Let me know it works for you please. Note that this new method will interfere with other mods that hide the Editor UI panels. I'm not aware of any mods out there that do, but if you run into one let me know and I'll make them play nice together. D.[/QUOTE] I'm about 4 days late, but thanks for this Diazo! Sorry I dropped out - RL SUX sometimes... ;) Danny
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How do you move a boat TO the water?
CrashTestDanny replied to jlcarneiro's topic in KSP1 Gameplay Questions and Tutorials
I put wheels on them. If I don't want wheels on them, then I attach the wheels with various decouplers, but retractable landing gear can be sunk into the hull so that they are invisible when retracted and they add a really nice amphib option to your boat - never get beached! Danny -
Oops! I forgot something!!
CrashTestDanny replied to CrashTestDanny's topic in KSP1 The Spacecraft Exchange
[quote name='selfish_meme']You didn't really describe what it does? I imagine it has chutes?[/QUOTE] Well, that was its primary purpose, but it also has some monoprop and rcs thrusters and a docking port, and you could replace either the docking port or the top node-mounted chute with a claw if that were needed. It also has reaction wheels, batteries, solar panels, and a HECS, so it could be an autonomous craft. I suppose you could even put a claw in place of the docking port and then use it as an RCS tug with chutes to rescue smaller craft in Kerbit orbit and bring them safely down without risking another Kerbal... But mainly it just gives you a way to save face when you forgot to add that stuff to your ship: Oh yeah - I meant to leave that behind so I would save fuel! :cool: Danny -
Have you ever had one of those moments? You know what I mean... That moment when you've just finished rescuing your fourth and final Kerbal stranded around Kerbin and finished your transfer burn to go pick up the one on the Mun, after which you will head to Min, grab two there, then head out of Kerbin's SOI just for a second, following which you will return home to Kerba Firma for a well deserved day off, sitting on the veranda sipping cold hydrazine with some friends... oh but wait... did I remember to put parachutes on this craft? OOOPS! Most of us have had moments like these, and it really sucks! How will you get back?!?! It's really embarrassing to return to Kerbin orbit and make that radio call... "Flight, this is rescue 7, requesting you send up a ship with parachutes to bring the rescuers and rescuees home." Friends, I have a solution and it's a great one! We all know how critical weight is on these multi-landing missions. Every ton you take up with you costs you 10 tons or more in fuel, so imagine taking that ton (or 3) up, then through half a dozen transfers around Kerbin for local rescues, to the Mun, landing on the Mun, lifting off again, then to Min, out of Kerb SOI, and back again? How much fuel does hauling 1-3 tons of gear that will only be needed for Kerbin landing support all around the system cost? So next time you forget chutes, don't sweat it. When you make that radio call, let them know that the chutes were left behind on purpose to save the expense of hauling them everywhere, and have them send up this craft for an orbital rendezvous! [imgur]E8j2n[/imgur] [URL="https://www.dropbox.com/s/9edfz6awmwdd6vc/OoopsIForgotSomething.craft?dl=0"]Craft File[/URL] Mods Used: Lithobrake Exploration Technologies SpaceY Lifters Procedural Fairings Near Future Construction Stockalike Station Parts Danny
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Deep Diver Challenge: 1.0.5 Edition!
CrashTestDanny replied to Red Dwarf's topic in KSP1 Challenges & Mission ideas
Alright, I have decided to put my own entry in here cause if I can do this, anyone should be able to... I got bored at about 22.2km though, so for now that's all I got... 22.2km lateral and 1km down. About to the island.... maybe I'll try some more later... If anyone is interested, looks like SRBs (kickbacks anyhow) are either neutrally buoyant or might even sink if I didn't have a cockpit strapped to it... [imgur]89QB4[/imgur] Danny -
[quote name='Diazo']it will only be a day or two depending on how much time I get in tomorrow evening, until then I'll have to ask you to put up with the behaviour you are seeing. [/QUOTE] I agree with the other guys - take however much time it takes. Really appreciate the mod and your willingness to provide it for us. Thanks! Danny!
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1.0.5 is out!!!!! post your fist craft here.
CrashTestDanny replied to soulreaver1981's topic in KSP1 The Spacecraft Exchange
[quote name='Rune']So far, 1.05 is going swimmingly (Other than my worst fears about the MkI cockpit being true :(): [/QUOTE] [s]What were your worst fears about the Mk1 cockpit?[/s] never mind - found the answer... ;) Danny -
I would caution you against making the claim that you can "fix my issue"... It usually doesn't go well for those who try... Look forward to the update! Danny
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So I'm reproducing it again, but only after having hit new or load, so probably what I'm seeing is what you already fixed and I just did a poor job of describing it the first time. The buttons do change mode. Neither parts nor crew will come up. I pressed alt-F2 and got the debug window, but it is not producing any errors when I try to switch modes. Hopefully your update will fix it. If you need a beta tester just drop me a line, but I may not get to it until tomorrow... busy night tonight... Danny
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If it happens again I will... could be it was some other mod's fault and they fixed it... I am updating as soon as the authors release them... Danny
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Ok here goes - you're probably not going to like it... I have advanced more in my career and after having done so I am not able to reproduce the issue at will as before. In fact, after advancing the career, I only had that issue once in about 20 attempts to break it. The one time I did manage to break it this evening was with the same craft as previously, 103 parts. It appears to me that 1.0.5 really hasn't helped my ability to load large part-count ships and I still get lag issues when I exceed 100 - especially in the editor... Craft Log Hope this helps, man... and I really appreciate you spending your time on this mod... Danny
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Using v 1.34. In early career play, if I click the stock action groups button in the editor and then try to click on the stock crew button, a different subset of the AGExt windows appears and the crew screen is not accessible again until I restart KSP and reenter the editor. If you can't repro, let me know and I'll provide screen shots, logs, and a list of mods... Thanks, Danny
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The Grand KSP 1.0.5 Discussion Thread!
CrashTestDanny replied to KasperVld's topic in KSP1 Discussion
@Wild Cobra... my poor little i7 4790k crashed just trying to load that image. DANG!!! You could move Kerbin with that thing! Danny -
lol - Space Cadet - my all time favorite Heinlein work...
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The Grand KSP 1.0.5 Discussion Thread!
CrashTestDanny replied to KasperVld's topic in KSP1 Discussion
so another thing I just noticed in my new career... built a small plane with the new mk-1 cockpit and when I launch, there is no portrait of Jeb... was that expected? Danny -
The Grand KSP 1.0.5 Discussion Thread!
CrashTestDanny replied to KasperVld's topic in KSP1 Discussion
I guess I can rule out your modlet as the culprit then... Danny -
The Grand KSP 1.0.5 Discussion Thread!
CrashTestDanny replied to KasperVld's topic in KSP1 Discussion
Yes - I have managed to have many more than the maximum active contracts... helps the funds anyhow... Danny -
The Grand KSP 1.0.5 Discussion Thread!
CrashTestDanny replied to KasperVld's topic in KSP1 Discussion
Anyone else seeing that if you accept a contract, the active contracts count doesn't actually go up until you exit mission control and go back in? Are we supposed to stay quiet about that since it allows us to get more contracts active than our mission control building upgrades allow? Danny -
Way cool - thanks for the quick response!
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