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Everything posted by Honeybadga
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Argh, please don't get rid of disabling signal delay... pretty please?
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Doesn't have to be on by default. Not that I have a qualified opinion on the matter whether it's doable or not.
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We are waiting very patiently.
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On the other hand there is an option to disable signal delay... which I'm thankful for because I play without it *Crawls back under the rock he emerged from*
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[1.0.2] Navball docking alignment indicator v7
Honeybadga replied to mic_e's topic in KSP1 Mod Releases
Anyone tried this timeless classic in 1.0? -
P.E.S.T. - Probe Expansion and Science Things
Honeybadga replied to -ctn-'s topic in KSP1 Mod Releases
Did you try deleting the parts you don't wanna use? -
[1.2] Procedural Fairings 3.20 (November 8)
Honeybadga replied to e-dog's topic in KSP1 Mod Releases
Yisss! Thank you so much! -
In other words, the Atmospheric Trajectories mod will eventually become obsolete for MechJeb users? Another quick question about that entry from the v2.5 changelog: Moved DeltaV simulation to use KER code Does that mean we can get those same precise node burn timers that KER is already providing? I'm asking because this is one of the main reasons I've been using KER next to MechJeb. That and KER's impact biome indicator.
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[1.12.x] Mark IV Spaceplane System (August 18, 2024)
Honeybadga replied to Nertea's topic in KSP1 Mod Releases
SmashBrown is right. Nertea, your stuff is pretty badass. Thank you for everything. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Honeybadga replied to DMagic's topic in KSP1 Mod Development
Would you guys consider overriding the resource insta scan mechanic in 1.0? Or maybe you already have something in the works regarding that? Roverdude just told me in twitch chat that this is the right place to ask for this. Quick word of appreciation: Your work is enhancing the living crap out of KSP. Thank you! -
[0.23.5] Goodspeed Automatic Fuel Pump v2.14.1
Honeybadga replied to Gaius's topic in KSP1 Mod Releases
Is there a way to use the fuel pump on the different subtypes of all those B9 adapters and fuselages if a subtype with LFO or monoprop is selected? -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Honeybadga replied to stupid_chris's topic in KSP1 Mod Releases
That's what I was not aware of. Thanks again for the clarification. I don't think that I'm confusing terms, I know the difference between stack, radial and cone chutes. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Honeybadga replied to stupid_chris's topic in KSP1 Mod Releases
Great! Thanks a lot for the clarification. I'm getting the idea. I was already making sure that when configuring the chutes, only the module that I wanted to land was in the editor. So, when I set the total number of chutes to 6 in the settings of all the different chutes, does it take into account that the max diameter of a stack chute is not the same as a radial one? Just asking because what I'm thinking in my simple mind is that the system might assume that I'm using 3 of those big stack chutes instead of one stack and four little radials. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
Honeybadga replied to sirkut's topic in KSP1 Mod Releases
Off to build a robotic Hype Train -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Honeybadga replied to stupid_chris's topic in KSP1 Mod Releases
When I customize the main chute and it tells me that the craft is too heavy, how do I balance several chutes together so I don't have either overkill or too little chutes on the vessel? For example if I have one stack chute and a symetrical set of 2-4 radial chutes, when I do apply settings for all of them with the default deployment speed of 6m/s, I end up with an overkill setting. Also, what is the secondary chute setting? Is it only relevant for combo chutes? -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Honeybadga replied to DMagic's topic in KSP1 Mod Development
Alright, thanks. -
[KSP 1.8.1] SCANsat [v19.1] -- Dev version [February 20, 2020]
Honeybadga replied to DMagic's topic in KSP1 Mod Development
Will this dev version render either crafts or previous map scans from the stable version useless? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Honeybadga replied to ferram4's topic in KSP1 Mod Releases
I've just tried it but it's not working. However I'm using the B9 MK2 2m Cargo Bay, not the stock one. Indeed, it seems to be a problem with the transition from the SPH to the runway as I've already demonstrated in my other post. Thanks for the input.- 14,073 replies
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