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KSP2 Release Notes
Everything posted by WafflesToo
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I like this, thumbs up
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Working on one right now in fact There's "one or two" videos on my site. https://www.youtube.com/user/jonskowitz/videos
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"I'm sure I have enough fuel left" seems to be a recurring theme
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Career Mode first mission questions
WafflesToo replied to lyndonguitar's topic in KSP1 Gameplay Questions and Tutorials
Because they're Kerbals? These guys invented rockets before they invented the wheel ...literally, I mean look at the tech tree -
I think OP is just mad because goo and science jr experiments can't be spammed anymore... he also doesn't seem to understand how science points work. The total science value of a single experiment remains the same, you just get a little now and the rest later when you return the experiment to Kerbin in a follow up mission.
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Of course he does! And they were so eager to be away from him they were willing to finance a rocket to blast his happy arse off the planet!
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Whats Your most Kerbal Sounding spacecraft name
WafflesToo replied to Dooz's topic in KSP1 Discussion
"ThirdTimeTheCharm"mk.IV and "ShouldWerk" mk.II -
Start EVA with grabbed hands?
WafflesToo replied to Zwer.ch's topic in KSP1 Gameplay Questions and Tutorials
*BUH-DUH-DUM* *PSHhhhhh* -
Start EVA with grabbed hands?
WafflesToo replied to Zwer.ch's topic in KSP1 Gameplay Questions and Tutorials
I noticed this too back in v22 but it seems worse in v23. Like you said, moving them seems to correct it, mostly (still get the occasional slider). -
Tried it again tonight and the capsule dead-sticked into the wind like it always did in 0.22; no SAS or input needed. Might have been a phantom-force glitch I was experiencing the other night (the goo canisters might have been clipped into the parachute slightly, 0.23 seems like it's touchier about that than 0.21 or 0.22 were).
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I think they nerfed the torque on the one-kerbal capsule in this updates. You can change it to'answered' by editing your original post
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Lets see, what's the density of monoprop? 200 units per ton? The entire lander masses about 1.7 tons, I don't think the 0.005t of propellant would matter much but I'll try it anyway. I honestly think they made the drag model more realistic. I still have a copy of 0.22 loaded, I might do some testing when I get home.
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Now-defunct-thread-that-should-not-appear-in-google-search.
WafflesToo replied to Cilph's topic in KSP1 Mod Releases
Happened to me as well. There was no error message it just did the infinite hang thing when loading the part. Happened with v.2.7. I d/led the experimental version and it worked just fine. Where would that log be and is there a way to force create one if it happens again? -
Three pages old and the trolls are rolling out already. I had a few ideas and suggestions but I'm not going to bother. How old are most of you? 12? 15? 17? What do any of you know about discrimination? Something you saw on tv? Read about in school? Ever been judged by your race? Or your gender? Forced to the sidelines not because you're slow but because you're a white guy in a black school? Just stop regurgitation what you've heard other people say on the radio and consider what it would be like to be excluded not because of ability but because of something superficial.
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Now-defunct-thread-that-should-not-appear-in-google-search.
WafflesToo replied to Cilph's topic in KSP1 Mod Releases
Installed the 0.23 experimental (windows vista). Haven't really put it to any strenuous tests yet but no problems so far (except being caught by surprise that you made the Communitron-16 suffer from wind-rip that is *shakes fist*) Probably be putting up a comm-network tomorrow, I'll let you know how it goes. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
WafflesToo replied to TaranisElsu's topic in KSP1 Mod Releases
Perfect, just what I needed. So 1 small convertor can up to support 7 Kermins (0.9 * 8 = 7.2) and the large convertor can support up to, well the same number (0.9 * 8.4 = 7.56). Stuck at work and was trying to work off of memory, somehow I misremembered it as 0.8 and 0.84 which was the source of confusion. Is it a coincidence that this just happens to coincide with the number of Kermins required to create a command node in Remote Tech? A happy accident if it was -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
WafflesToo replied to TaranisElsu's topic in KSP1 Mod Releases
Now were on the same page mate I'm wondering if maybe it's in tons per day? I can guarentee that one processor can generate at least three Kerman-days per day because of experiments and flight experience... but it would be nice to be able to calculate how many Kermans one set of processors can support (I have some big missions coming up). Short of going through the code (again) I think the mod's author might be the only one with a definitive answer. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
WafflesToo replied to TaranisElsu's topic in KSP1 Mod Releases
*bangs head on desk* I know, but how long does it take it to process one kerbal-day of material. I can tell you it takes less than a day; I've had three Kerman missions go a year without the processor falling behind. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
WafflesToo replied to TaranisElsu's topic in KSP1 Mod Releases
I know that; I'm talking about the air and water purifiers. They have a conversion rate of 0.8 for the small and 0.84 for the large units, but without knowing the per-time unit measurement there's no way to know how quickly they process waste and thus no way to know how many Kermans each unit can support. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
WafflesToo replied to TaranisElsu's topic in KSP1 Mod Releases
Quick question, what units are the conversion rate stats for the air and water purifiers in? 0.84... what? Need to know for mission planning purposes.