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BigFatStupidHead

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Everything posted by BigFatStupidHead

  1. I can't access the settings window; this is probably due to Linux's handling of the ALT key. Could you make the keys user configurable? Thanks!
  2. Well, I made a module manager config for Additional-Antennas-for-both-Remote-Tech-and-Telemachus that DTPhantom has posted in that threads OP.
  3. Here's my rocket. Not a great payload fraction, but it IS a fully reusable SSTO. Payload is (36.6 / 305.48 * 100), roughly 12%
  4. I like these antennas, and I also like Antenna Range. So I made a config for module manager. Here you go! @PART[yagiAntenna]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 50000000 maxPowerFactor = 8 maxDataFactor = 4 } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } } @PART[vhfBlade]:NEEDS[AntennaRange] { %MODULE[ModuleDataTransmitter] name = ModuleLimitedDataTransmitter nominalRange = 300000 maxPowerFactor = 8 maxDataFactor = 4 } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } } @PART[helixAntenna]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 70000000 maxPowerFactor = 8 maxDataFactor = 4 } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } } @PART[quadHelix]:NEEDS[AntennaRange] { @MODULE[ModuleDataTransmitter] { @name = ModuleLimitedDataTransmitter nominalRange = 100000 maxPowerFactor = 8 maxDataFactor = 4 } MODULE { name = ModuleScienceContainer dataIsCollectable = true dataIsStorable = false storageRange = 2 } }
  5. Forgive my aerodynamics ignorance, but why shouldn't that fly?
  6. Pulse jets have a magnificent sound. Check out an older mod, SasquatchM's Pulse Detonation Engine. I'm very interested in seeing how you develop this mod, and your plans for the pulse detonation engine are icing on the cake. Keep up the good work!
  7. @pawelz: This may be a problem with updated mods with a current save game. If a mod part was originally in a node you have researched, but the mod then updates the part to one that you have not yet researched, it will appear in the tech tree in the original location but will not be available to build until you have it's new node.
  8. I'm using Mint with the Cinnamon desktop. I've never gotten my Linux skills quite up to my old DOS wizardry...
  9. You know, I tried to find a way to do just that and came up with nothing.
  10. Here's an odd one. Starting KSP from a desktop link will give KSP some trouble with pathing. My KSP logs started being written to my desktop rather than the KSP directory, and SoundtrackEditor couldn't find its config file (so no new music). Nothing else had any trouble, though. Long story short, start KSP from the actual KSP directory.
  11. Another excellent contract pack from nightingale. I am very happy to see this, and out so quickly, too!
  12. I was having an issue with SoundTrackEditor, where it would not start playing correctly when I launched in the 64bit mode. Launching using 32bit mode would perform correctly. When I went to check the log, I discovered something peculiar - when running under x64, it not only wasn't finding the config for SoundTrackEditor (correctly installed in /~/Desktop/KSP_linux/GameData/SoundtrackEditor), but also wrote the KSP log to my desktop instead of in the KSP directory. x32 correctly wrote KSP.log in the KSP directory, and was able to correctly find the SoundTrackEditor config file. This problem occurs with a modded game as well as a clean install (plus SoundTrackEditor for testing pathing.) edit: An old log from .90 (which I just found in my home directory) also showed the same issue. edit ][ : Apparently starting from a desktop shortcut may cause some of the issues I've been having. Doesn't explain everything, but good enough for me.
  13. I like that Type-c. It would go very well with Roverdude's FTT mod.
  14. I have also encountered this. Basically, the default action for airbrakes has changed from "toggle" to "extend". I have not confirmed that this mod is at fault, though.
  15. I have wanted deployable wings like these since I started KSP. Great work, electronicfox!
  16. Since people have already covered Hooligan's airships and procedural airships, there's one other very interesting looking lighter-than-air mod out there: KerBalloons.
  17. From a quick glance, this looks like it will convert FireSpitter style prop engines also. Nothing quite like a Sopwith running on liquid hydrogen!
  18. It's great that you've resurrected this! Alternis is a rearrangement and reimagining of the stock Kerbal system originally by NovaSilisko. Most notably, it places Kerbol as a moon of Jool making for a much more interesting early game with many more targets available.
  19. Nice animation. I really like how slowly it deploys; it gives a feeling of weight to the entire process, and super-rapid drill deployment isn't a priority in any mining development I know of.
  20. It sounds like you might really benefit from RCS Build Aid. This will take the guesswork out of where you should be planting your RCS thrusters to avoid unwanted pitch and roll.
  21. I crave neither post count nor rep. (Which is good, as I think most of my rep has been awarded sarcastically). I'm happy enough just to help out or point out something useful.
  22. Swank! I can't count the number of problems this will solve for me!
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