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Everything posted by Melfice
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http://forum.kerbalspaceprogram.com/forums/70-The-Daily-Kerbal That, mostly. If, for whatever reason, you're adverse to using the forums for this: http://kerbaldevteam.tumblr.com/ But that should be exactly the same information as on the forums.
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One vote for Going Postal.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Bahamuto does have Burn Together lying around somewhere. Maybe split the autopilot off to Burn Together? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
If you can't follow the clear instructions on the first post, this mod, or dare I say Kerbal Space Program itself, may not be for you. -
[1.0.x] CrewQueue - Crew Rotation and Vacations
Melfice replied to enneract's topic in KSP1 Mod Releases
Right now, if I send a Kerbal out in a jet for a five minute thrill-ride and buzzing the tower (while playing Danger Zone through the comms channels), he's out for a whole week (under default settings). Maybe it's an idea to have a check for leaving Kerbin's atmosphere in the code? If at all possible, of course. That way you could set it so that atmospheric pilots maybe only have (half?) a day off before their next mission, while astronauts can take the week off for enduring the rigours of space flight? Is that an idea to look into? One could just set the minimum days lower, to a day, but then the astronauts may end up having too short of a vacation for the amount of work done, if you get what I'm getting at. Other than that, I am enjoying this mod. It's certainly made the managing more interesting. (And gave me a reason for rescuing Kerbals from orbit. Sheesh, the costs of hiring Kerbals is exorbitant!) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Likely because it's a bit more difficult than "Are you flying at right altitude? YES: KEEP DOING THE THING. NO: FIX THE THING. Is there an enemy in range? YES: FIRE THE THINGS AT THE THING. NO: KEEP LOOKING FOR THE THING SO YOU CAN SHOOT THINGS AT THE THING." -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
That wasn't a reply to your question. This one is: Maybe the guard has decided the missiles are not adequate for the job. Did you install air-to-ground missiles? That might be an answer. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
No worries. 'Sall cool. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
A google search suggest they're both tactical pods. EDIT: You're thinking of the Boeing E-3/E-767, right? -
[1.0.x] CrewQueue - Crew Rotation and Vacations
Melfice replied to enneract's topic in KSP1 Mod Releases
Go into your saves folder, find your career save, and open the file named "persistent". Search for the "roster" section in that file, and look for the word "status" by the Kerbals you want back. Change "9001" to "Available", and you should be good to go. -
[1.0.x] CrewQueue - Crew Rotation and Vacations
Melfice replied to enneract's topic in KSP1 Mod Releases
Unfortunately, I did a panic job when it happened. So I can't be too precise I had Bill, Bob, and Jeb on vacation for about 6 days, I think. Was building a rocket, and took it for a test spin. When I reverted to VAB, I made some changes, and decided to check the crew before launching again. Suddenly, I find Jeb and Bill in the pod even though they were on vacation. I remove them from the pod, but decide to check the crew building. And they weren't there anymore. And neither was Bob. Checked the save file, and found that their State was changed to 9001. Changed it back to Available, and I have all three of them available (with their vacation reset to six days) again for future missions. -
[1.0.x] CrewQueue - Crew Rotation and Vacations
Melfice replied to enneract's topic in KSP1 Mod Releases
Can confirm that the hidden crew issue reported earlier still exists in Beta 4. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
And maybe sorting out the tech tree. It's a bit jarring to suddenly get access to everything from simple dumb bombs to awesome space missiles and lasers. But that's a thing for when the mod goes out of béta, I know. Don't think I'm rushin' ya, BahamutoD. (And yes, I know there's the contracts pack that sorts it out, but as interesting as that is, it has "issues" of its own.) -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Kerbalstuff seems to be working just fine on my end. Check/reset your connection and try again? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
I don't think that should be too much of a problem. That's just a matter of setting the proper consumption in the config. Maybe. EDIT: OR NOT. -
Please recommend a lander design
Melfice replied to EricT43's topic in KSP1 Gameplay Questions and Tutorials
I don't have pictures, unfortunately. And it's hardly the most efficient design to bring into Kerbin orbit without fairings (oh, the agony. THE AGONY.). But, from top of the lander to the bottom: Any command module. Probe core, lander can, or pod. Science Junior. Service bay, loaded with batteries, and all the (radial) science equipment you have unlocked. Heatshield. Radially in a tripod configuration, top to bottom (use whatever decoupler you like; I used the TT-38K): Aerodynamic nose cone FL-T400 LV-909 Radially on that, LT-5 landing struts (as many as you think are necessary, but one of each engine pod should suffice), but if you have them unlocked use the LT-1s. It (hopefully) shouldn't make too much of an impact on your dV numbers. Place parachutes as and where you feel necessary. Likewise with solar panels. This design should be able to deorbit on the Mün, return to orbit around the Mün, and fly back to Kerbin in a direct descent, ditching the engine pods in orbit as I did reentry. There is some fuel left, but I don't know if it's enough to establish orbit around Kerbin when you return and still be able to deorbit. -
How different is this from the stock chase cam these days? I noticed the stock chase cam follows the velocity vector as well now.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
You could try ripple firing them. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
It requires ammunition. 30 mm. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
It doesn't use cannon shells. It uses 30mm. And the 35mm. may arrive in the (near) future. It was omitted due to time constraints (if I recall correctly). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Not a bug. The damage inflicted by the weapons is heat based. (incidentally, press F10, and be shot at. Health indicators!) So the heat shield, being very resistant to heat, takes little to no damage. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
Okay, had a look. Might have been a mod interfering. Maybe. The bombs are certainly landing more accurately now. List of mods: USILS 0.1.0 Kerbal Alarm Clock 3.3.0.1 AeroGUI v2 Kerbal Inventory System 1.1.0 Stage Recovery 1.5.5 Kerbal Foundries 1.8g Kerbal Engineer 1.0.16.5 5DIM Military Contract Pack In my mind, the two bold ones seem likely. Maybe there's a Module Manager config gone wrong in the Contracts pack, or maybe Stage Recovery is mucking up things. ... or maybe I just sucked so completely hard that the game just went "You don't deserve this.". I'll try more extensive testing later on. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
I'll see if other mods aren't interfering somehow. But, yeah. When 1.0.x rolled around, I had no mods installed, so it's unlikely the mk.82 configs didn't get overridden with the correct changes. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Melfice replied to BahamutoD's topic in KSP1 Mod Development
I realize the bombs are inaccurate for a reason. But it's not just me who finds them wildly inaccurate since 8.0, right? There's no consistency. I've spent the the half hour trying to bomb a single target, and every time the bombs either fell way short or overshot by a wide margin. And compensating doesn't help, at all. When bombs overshot, I released earlier. Bombs still kept overshooting by the same distance, or they would fall massively short. When bombs fell short, I released later. Bombs started overshooting. Maybe I just suck at it, but... right now, it feels like the only way to accurately bomb a single target is to carpet bomb a square kilometre area. Eliminating "accurate". EDIT: Rather, not so much the bombs, but the targeting reticule. But y'all knew what I meant, right? EDIT DUO: I'll have to add, before people think I'm too negative, that I think the rest of the mod is spot-on. It's just the mk.82 bombs being frustratingly inconsistent, and not-fun.