BigFatStupidHead
Members-
Posts
513 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by BigFatStupidHead
-
[1.2 - 1.4] Elephant Engine, v0.2 (2016-05-06)
BigFatStupidHead replied to NecroBones's topic in KSP1 Mod Releases
You monster. -
[1.3.1] Galileo's Sun Flares [v1.8.3]
BigFatStupidHead replied to Galileo's topic in KSP1 Mod Releases
This is some nice looking work here. Good work, Berlin. You mention scatterer; is it required for this? -
[1.10.0] Kerbal Krash System (0.5.1) 2020-08-05
BigFatStupidHead replied to EnzoMeertens's topic in KSP1 Mod Releases
This is good stuff, EnzoMeertens. Keep it up!- 735 replies
-
- krash
- kerbalkrashsystem
-
(and 1 more)
Tagged with:
-
Sounds good!
-
hmm... if the point is to reduce a players reliance on panels further from the sun, why not tweak their power generation based on range from it? The square-distance or inverse square law or something like that? Edit: I see KSP already follows the inverse square law.
-
Hey @ShotgunNinja, I'm really liking how this is coming along , and I'm looking forward to trying it once you get CRP compatibility hammered out. I am going to echo Gotmachine's ambivalence towards the changes in EC though; they seem to be more of a part-count cost than a game-play enhancement.
-
[1.8.x+] Strategia [v1.8.0] [2019-10-22]
BigFatStupidHead replied to nightingale's topic in KSP1 Mod Releases
Hey @nightingale, is there a way to force reactivation of a given strategy? After KSP crashed on me, I found that all my strategies reset. Unfortunately, one I was running was Mun Probes, and because I have now reached the Mun, I cannot restart it. Edit: I'm in luck. Managed to readd the strategy from a backup quicksave where it was still active. -
These models are coming along nicely. Keep up the good work!
- 40 replies
-
- 1
-
- centrifuge
- habitat
-
(and 1 more)
Tagged with:
-
[1.1] Navball docking alignment indicator (Community Edition)
BigFatStupidHead replied to Leeman's topic in KSP1 Mod Releases
Big thanks for keeping this mod alive! -
The Linux Thread!
BigFatStupidHead replied to sal_vager's topic in KSP1 Technical Support (PC, unmodded installs)
Thanks! Either option solves my problems nicely. But could someone explain what they are doing? -
Very fine solution to an age-old problem. Good job!
-
There was a parkour club at my university that I ran with for a short time. Stopped going when the club kept getting itself into trouble with the administration.
-
Or if you want something actually different than stock, try Great-Big-Sky-Tech-Tree, or the Engineering-Tech-Tree.
-
Hey Whyren, don't discount missions that can take several sessions to complete. Because we're in rovers, we can safely stop and quicksave practically anytime. One of my favourite missions was a 100km munar rescue that involved navigating around major geographical features to keep up good speed and camping out at night for better visibility driving. Of course, this sort of a mission might be better as something scripted, rather than a random contract.
-
Looking at the stock wheels, they have max speeds of ~20 m/s, so based on this a straight, flat trip of 36 km would take 30 minutes. We're about as off-road as you can get and not be airborne, so we should probably cut that in half again. I would easily say a 20km trip in adverse terrain could take at least a half hour.
-
What is the definition of life?
BigFatStupidHead replied to RAINCRAFTER's topic in Science & Spaceflight
I often refer to it as XNA. (also an actual biologist HIGH FIVES!) -
[WIP]Contract Pack: Surface Exploration
BigFatStupidHead replied to CosmoBro's topic in KSP1 Mod Development
Finding a role for rovers is tricky. They're too slow for long distances, and can even be outdone on short distances by an EVA or quick lander hop. Where they would excel, though, is in exploring small, close together areas while carrying equipment too big for a single Kerbal. -
[1.1.3] RealHeat (Minimalist) v4.3 July 3
BigFatStupidHead replied to NathanKell's topic in KSP1 Mod Releases
Will this system eventually simulate heat production in the ship from things other than engines? (such as waste heat from using electric charge, Kerbal metabolism, mechanical systems, etc.)