FluffyBob
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Everything posted by FluffyBob
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Just want to add another thank you for this tremendous Mod. I have been launching, docking, landing in IVA and just loving it. This has done so much more for immersion for me than career mode and 'science'. I remember seeing Orbiter's MFD's in Bobcat's old rover and realizing how much this game was missing functioning MFD's. Do we have a showcase anywhere of mods using RPM / props other users have made? I have checked out everything in the OP. Searches on Curse don't seem to turn up much.
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I generally get OK performance but could certainly use some tweaks. Thanks
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Loading from SSD doesn't make much of a difference. The long load times seem to be more of an engine / CPU limitation.
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You might like his Blog then. It is not just astronomy though, he spends a lot of posts reacting to anti-science shenanigans of creationists, anti-vaxers, and climate change denialists. I suppose this is where the aloof reference come from. Calling out bull**** as bull**** isn't aloof though, it is simply the right thing to do. And he is goofy.
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He's aloof? How in the world do you get that? He is a bit of agoof maybe, but strikes me as a very down to earth sort. He is an advocate of critical thinking, and a skeptic, but that doesn't make him aloof.
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You don't need the cube strut if you just use a docking port.
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An easy fix is to just put a docking port or radial attachment point on top of your regular Mk 16 -XL chute, it does not interfere with the chute in any way. I do this all the time; voila an Apollo CM style chute / docking port. It can be difficult to perfectly center the port on top of the chute but really its minor. This has the advantage over the radial chutes that it does not screw up the balance of you module so it re-enters in the proper orientation. I would like to see a combined part for this, with a light like the mobility enhancer to make docking easier on the dark side.
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Unless you modeled it yourself a Kerbal 3d model is the intellectual property of the developers.
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I don't know how you guys can build with out engineer redux. Its great for tweaking delta-v, orbits, anything data oriented. Waiting for haystack, alarm clock, and Maneuver node Improvement to update, they are all pretty basic and very useful utilities.
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Nerd point, but its Agincourt. It only happened once, right?
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I just keep the downloaded zip in my downloads folder. Unpacking and dragging the folder to my games directory is pretty low in the effort department, and copy/ pasting the save file is easy too. Way less work than deleting part by part.
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Locating Jebediah...Getting to safe distance... And Clampotron Sr! wasn't expecting that. Cool.
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I believe the guitar was up there before Chris and is part of the ISS equipment.
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moving kerbals, keeping control (counter-intuitive)
FluffyBob replied to jayschmi's topic in KSP1 Discussion
Ya I know it still gets me all the time too. I dock , undock and always seem to get control of the ship I'm not trying to leave with. Cool mothership and rocket plane by the way Looks like fun. -
moving kerbals, keeping control (counter-intuitive)
FluffyBob replied to jayschmi's topic in KSP1 Discussion
Not sure exactly what you are asking here. Assuming you are asking about switching craft, the 'control from here' assigns a control point for orientation and ASAS values on craft with multiple command pods/probe cores. It does not change the default or 'parent' command pod of your craft, so focus will stay with whatever craft has that parent pod if you undock or decouple the craft(s). You will have to use square brackets to switch over to the craft you have jettisoned. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
FluffyBob replied to cybutek's topic in KSP1 Mod Releases
Just want to say thanks for what I consider the most useful, or even indispensable mod. I did a fresh install to try out some different mods realized how much I rely on engineer when building, doing orbital operations, everything. With respect to the discussion on TWR variations, I think it would be really handy to have a delta-v per second thrust readout. This would be more useful for orbital and deep space operations than TWR (I think). -
We are all Screwed:Its the End of the World
FluffyBob replied to lobsterbark's topic in KSP1 Discussion
I'm old and couldn't give a @%^%$ about newbs, noobs, vampires, zombies or Fox News anchors and what they may or may not do to this forum. You shouldn't either. -
Just gotta say that Danny2642's latest video is pure mad genius. Hope some of you enjoy this as much as I did.
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Help! My lander is 8km underground
FluffyBob replied to Jokurr's topic in KSP1 Gameplay Questions and Tutorials
Never lost anything but debris to the sub-kerbanium Kraken, but when I landed some Kerbals at the Duna Face last week they found nothing because it was sitting about a hundred meters below the surface. -
proper use of seperatrons
FluffyBob replied to SGT_RIZZO300's topic in KSP1 Gameplay Questions and Tutorials
I always rotate them completely horizontal, what use is delta-V in the vertical axis when you are trying to move the spent radial stages away from your core? I place them between the decoupler and the rocket motor, and angle them out a little bit to avoid hot exhaust damaging my core stage. This always works very well. and in action... I will align seperatrons vertically when using them as deorbit motors for the core stage. You can see some in the picture. -
Centrifugal Stage Separation - anyone else do it?
FluffyBob replied to The Ideal Gas Lawyer's topic in KSP1 Discussion
One of the great things about this game is seeing all the different ways people accomplish things. It is a kind of cool solution, and Ive had it happen by accident, but haven't really used it on purpose. I find it strange that you have had no luck with sepratrons, they do require a little arrangement to place properly but are simple and effective. Two are enough to clear jumbo + radial stages. It does seem like a complicated way to do something that there is an existing solution to, but hey its pretty cool too. -
New Mun station wants to spin on its own?
FluffyBob replied to FluffyBob's topic in KSP1 Gameplay Questions and Tutorials
Persistence file Maybe I should have posted this in support but I assumed it was something basic I was missing -
New Mun station wants to spin on its own?
FluffyBob replied to FluffyBob's topic in KSP1 Gameplay Questions and Tutorials
Thanks guys. On taking a screenshot I see there is engineer redux, too I almost forget it is a mod. Not sure of best way to share the persistence file -
Alarm clock also helps with this. If you set an alarm for a maneuver node it can recreate the maneuver node when its time, do all the EVA's you want, build and launch new ships and close and restart the game twenty times, no worries. These two mods take most of the frustration out of maneuver nodes.
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I put a new Mun station up but the damn thing is useless because it spins itself up, making docking with it excruciating for anything bigger than a lander. It is likely bound for a 0 meter parking orbit but I would like to figure the issue out so the next station in orbit doesnt do the same thing. I did a search on this and one suggestion is that trim is out, so I have madly been pressing Alt-X to reset trim but this seems to have no effect. The yaw and pitch indicators do look like they may be ever so slightly off center, but this may just be a GUI issue, either way Alt-X does not do anything to fix it. I see no entries for trim in the settings config so I cant even tell if the keys have been remapped. The station is stock except for the Aviation Lights Mod; I have most of my craft lit up with these. This is the only one with the unwanted spin issue (that I have noticed). Station has SAS at the nodes but no ASAS. Could I zero trim settings for the craft in the persistence file?