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BigFatStupidHead

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Everything posted by BigFatStupidHead

  1. Hey! I'll take a look to see if my MM config is still up to snuff, but that has to wait till tomorrow.
  2. This is some nice looking work here. Good work, Berlin. You mention scatterer; is it required for this?
  3. 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.
  4. 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.
  5. 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.
  6. Thanks! Either option solves my problems nicely. But could someone explain what they are doing?
  7. I've had this problem, and I'm fairly sure it's to do with the FieldExperience mod. Reloading usually fixes it.
  8. Very fine solution to an age-old problem. Good job!
  9. 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.
  10. Or if you want something actually different than stock, try Great-Big-Sky-Tech-Tree, or the Engineering-Tech-Tree.
  11. I stopped using launch clamps because of this bug. Good to know I have the option to go back to them. Thanks!
  12. 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.
  13. Those distances sound quite reasonable to me. Far better to err on the cautious side!
  14. 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.
  15. I often refer to it as XNA. (also an actual biologist HIGH FIVES!)
  16. 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.
  17. 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.)
  18. This will definitely make it easier to add too. I now have only one problem with git; I don't git it! How do I go about adding to it?
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