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ThatHomelessGuy

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Everything posted by ThatHomelessGuy

  1. Bug maybe with tourists? They consume resources but don't show up in the GUI, this is space taxi 1 with a 4 kerb crew of tourists with a command probe flying it to maximise passengers. I'll do some more tests after this flight but in the past Jeb has shown up in these GUI's and resource timers have all shown up fine. It's concerning because I am planning on running my space agency as a tourist/colony based economy and If I don't get accurate timers well we all know what can happen if resources aren't being calculated for most of the crew.
  2. I got it now, it doesn't need to be explained 3 times, I'm not stupid I just find the info difficult to find. I can't seem to get realchutes to actually do their job all of a sudden since asking and I haven't even messed with the action groups or anything I still haven't even opened the menu. I had 2 successful prearmed descents and then I asked this question and suddenly the same ship with the same ascent and descent profiles just won't deploy when expected, the chute icon goes red but the background is not red when I hit the ground. It's all red during reentry but the chutes never get the heat bars so I don't seem to be getting heat damage and the background of the chute icon goes back to normal under 15km but the chute icon itself stays red. I have also found that staging seems to arm all or most of the chutes on the rocket now too even if they aren't in that stage. Well I get the message saying can't deploy waiting for velocity to move downwards or something like that with the ascent speed under it come up mid screen and the icon background for ALL my chutes are showing they are armed. The funny thing is while it says they are armed in staging they aren't armed in the right click menu and arming them manually seems to have no effect on wether they deploy or not. I'm sure under 200 m/s under 2km up the chutes should deploy at some point but no the capsule just slams into the ocean with a boom and a splash. I can see videos normally yes I just looked at the post in chrome now and I can see it with that browser. Strange really. Is there an ad script or something on the video by any chance? The only thing I can thin is adblock might be suppressing it.
  3. I read the FAQ and my question wasn't apparently a frequent one. I also can't find this video you are on about. I just checked again and I can't see it. So yeah.
  4. I like it but If it's a career part or feature it needs to be end game. This takes all the fun out of building vtols. I'm still going to use it near my end game though.
  5. Just wondering how I install the extras Do I just dump the contents of Extras into The Gamedata\wildblueindustrie\pathfinder folder or just dump the contents into Gamedata? The latter of which seems like the wrong thing to do to me but I also don't want to break my mods by putting the extras in the wrong folder. I ask because the readme in Extras says dump the contents of Gamedata into gamedata but there is no gamedata in the extras folder if that makes sense.
  6. Sweet thanks I'll do that after this mission is done. I'll give you some more rep tomorrow I'm all out today. Downloaded and ready to install. Homeless Kerb out!!
  7. Yeah Like I said I can make do with them as it is just thought it would be nice to have something less ummm awkward than those monsters. The straight lift legs on some trucks fold down from a horizontal position and then extend which is a happy adequate situation if I can find them in another mod maybe. But for the stabilising legs a Buffalo like part would be great for cramming into a fairing and for making it look pretty. I mean I made one that clipped parts through each other but was kinda obvious when you looked at it and it got in the way of my modular truck idea. I mean a straight up crew cab sized part without the ability to walk through the middle would be fine too. But hey do or don't I still love the mod and is going to be the basis for my industrial transport system either way. Thanks for the replies and for listening to my ideas.
  8. Does this fix the greenhouse_g partload error that freezes the game up when loading with certain other mods installed? Or is there a patch for another mod that fixes the compatibility?
  9. That Homeless Kerb and That Homeless Kerbette Please.

    I don't care what job they have just that some day you send them to the far reaches of the Kerbolar system to live out their days together alone on a moon or planet somewhere. The greatest and saddest love story ever told.

    Well maybe not but still a better love story than twilight.

    Get an unknown Error trying to comment on your video on YT. I think it's blocking certain words or is enforcing a character limit or something but I can't figgure out the pattern

    1. Superfluous J

      Superfluous J

      You're on the list, twice. And each base WILL have at least 2 Kerbals (for reasons that you'll see in future episodes) so that shouldn't be a problem.

  10. I just put Comsat 1 in high orbit. Looks pretty.
  11. Thanks I broke my last save and haven't gotten to the point of action groups in my new save with realchutes installed so I neither saw it nor did I expect it to be hidden in the action groups menu as I rarely action group chutes for any reason at all so I probably never would have selected a chute on purpose with the action group menu open. Normally these menu's are available from other mods with the little blue buttons on the right click context menu in the VAB where I expected such options to be if they existed or are just a button somewhere in the VAB.
  12. It's not uncommon I guess. I made mine to go to and from various stations and planets so it was made for massive payloads and had it's own monster tanks. That thing barely fit on the runway though and while it was used to deliver fuel payloads to different stations I did refuel in orbit If I planned a huge mission like a grand tour or to refuel edgeworld stations I'd set up around the kerbol system. Back on topic I launched a comsat today and it took a few tries but I figured out how to avoid leaving the orbital insertion stage in orbit without burning it up completely so I can recover the engines safely.
  13. @stupid_chris I really like this mod but I really wish the chutes would deploy going upwards or even better just a setting to allow it on a chutes settings. Apart from just liking that behaviour since it's what really happens when you open a chute going up. (parachutes only care about air moving under the canopy and not the direction they are facing) but I also use the stock feature for various practical and fun things. Like ripping boosters away from certain engines firing before they blow them up and by proxy blow up the engine and cause a cascade. Or to just plain rip things apart for the hell of it. Otherwise a great mod but since I'm trained into stock chutes I feel the benefit of smarter "real" parachutes outweighs the fun and practicality I am used to having. That and it just doesn't make sense. If you are moving through the air and you deploy a chute it will always drag behind you. I had a few moments of panic the first time I realised thinking I'd done something wrong. And it doesn't still do that thing where if you are dragging a chute around behind you in a plane (which is fun if you have the chute in the right places) and you start rising it cuts the chute does it? That will end it for me I haven't had a chance to test that yet because I just thought about it.
  14. Afterburners are a mode for certain engines. I think they are called afterburners actually. Unless it's a mod Item but I'm pretty sure there is a stock afterburner. It chews up fuel but it gives you a nice boost of speed. First time I tried them it was under 1000m above sea level and the atmosphere was so soupy the plane ripped itself apart and tried to burn up in the atmosphere. I did have a lot of them to be fair though.
  15. This Or this To prevent this. And possibly something like this But in a part that resembles the cab or storage shape or at least maybe part of the cab like stuff with a spot to walk through in between for straight lifting legs so you can leave space for kerbals to get into a cab behind it. A part that offers both at the same time would be great but whatever you think is right. If you think it's right at all.
  16. Use air breathing engines and don't use your afterburners off the runway. Let it climb naturally and use the afterburners at high altitude to give you that orbital isertion boost and then break atmo however you normally do. That's how I normally do and that's if I use the afterburners. Usually I just fly as high and fast as I can with atmo engines and then use some sort of rocket motor to push me into orbit. You could also use some of that cargo bay to store an extra can of boom juice for the journey but that is if you just want to send the plane. I haven't built one in a while but I always used to keep a pair of nuclear engines on board just for trips like that but My last one was a massive deltawing that could make it to jool or duna and back with enough boom juice to do a lap of kerbin with an empty cargo bay and was still capable of a powered landing with a full one.
  17. May I request some weight plates. Something heavy (not OP if you can consider adding dead weight OP) but can be shoved between the heat shield and the payload and maybe even be decoupled too. I want to have something you can use to adjust the COM without making the payload more ballistic missile shaped. I find many of the things that help lower the COM make it longer by as much if not more than it lowers the COM. meaning that some payloads just want to go nose down and a heat shield on both ends is rarely an option for many reasons like docking, launching, forward facing antenna's, aesthetics, etc. No need for this right now but add the part or if I find a reason I'll definitely download this. If not I'll just make the part myself next time I need it.
  18. This is just one of the realest things I've read all day, thank you. You forgot about the whole coms network thing that has pretty much no effect on planes beyond drones and even then most of the time most people just zip around the ksc for the most part If they had a drone they wanted to fly around the planet it would force any real player (those who use 1 ground station) to launch a bunch of rockets to ensure they didn't loose coverage and just drop out of the sky mid flight. Also landing gear work so much better at speed than rover wheels do on the minimus flats a great way to get your rover and your "fall over and explore" rocket around without that motor friction getting in the way. All you need is some rcs on the back and you coast like a dream.
  19. This is the mod that does this? I'm so looking forward to the update to fix this. Still won't make me uninstall it I'll tolerate the nuisance for the benefit. And @Angel-125 I love the whole cab design and the ladder that's cool especially with the wide flatbed I'll post some vehicles soon. May I suggest a part for the future? I'd love a lifting / folding gear compartment that fits the style of vehicle cab. I currently have to improvise my own and it makes it harder to pack one in a rocket. (I shoudln't complain about having trouble placing things into rockets in ksp I know after the stuff I've put in orbit anyway heheh) I have problems with a lifting arm tipping the thing over when loading the flat bed up or dropping things off without some legs which are fairly standard for any sort of loading flatbed. And sometimes I just want to prop it up and get under there to get at the underside for an Idea for modular undercarriages/rovers I have. Like I said though I can make do with what I have and be grateful for what you have made. But just a suggestion not a demand before the ksp forum knights show up and give me grief for making demands of mod makers. Just keep doing what you are doing and I look forward to the fixes and whatever else you think works. Keep up the good work.
  20. You have actually given me an Idea for some cool deployments I wanted to do around Kerbin. I think the virgin galactic style of delivery to orbit is somewhat of a step in the wrong direction but a valid exercise in space exploration and future transport.
  21. Install stage recovery. If it has the engines + fuel to land or enough chutes it will be recovered when it leaves physics range. Not sure if it works if it's the main vessel and you are flying the debris though. But even if it doesn't just make the Mk1 crew capsule the root part if it isn't already. Looking at your staging I get the feeling it might be.
  22. Thanks I'll check it out have some rep. I saw the countdown to launch thing but I figured I wouldn't bother since it starts the whole fuel burning thing before the launch and I'm not too keen on making my rockets bigger than they really need to be. That fuel could be lifting me up the first koupla thousand meters or so. But if this launch clamp has a fuel feed for prelaunch then I might install it once I find the part and just pretend my kerbals are lust getting more professional with experience. Though it would be funny if there were random kerbals added to the launchpad who run for the VAB during prelaunch. Would give you a good excuse to utilise the abort launch function if one of em didn't get clear in time and they were a multistar. Though to be true to kerbal lore if I made the mod I'd make it so the abort function just did nothing at all most of the time and had a 1% chance of actually aborting the launch 10% chance just exploding the rocket or the tower and a 25% chance of the rocket just falling over and destroying the launch pad. I mean we all love lore friendly mods right? Or in ksp do we call that a stockalike feature?
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