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Smurfalot

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Everything posted by Smurfalot

  1. I really hope this mod is still alive, I use it all the time for making electric powered airships. Two questions/requests: Would it be possible to add support for common mods like SCANSat and MKS/Karbonite for the next release? Can have the reading display both the net charge and the drain so that the window would read depending on the net charge/discharge Empty in 1h:23m or Full in 1h:23m
  2. I want to make sure I am configuring things correctly. Is there a user manual for this? Feel free to point me toward a source of information if possible. When I do the configuration it only counts for that symmetry group right? Does the automatic calculation take into account the effect of other parachutes outside of the symmetry group I am currently looking at? If I get the red warning box does it just mean that the chutes in that symmetry group are not enough or that I do not have enough total chutes on the vessel? When I look at the options to input ship mass there is a spot to set the number of chutes, is this talking about the 5 spare chutes in the item info? Does it deploy them all at the same time if I set this number to 5? Possible minor bug: I noticed that the case cost for a small chute is higher than for a large chute, this seems backwards.
  3. No, dark is using the kerbal juicer from the kethane pack to turn them into fuel...
  4. I never realized you could just fire them...I have been arranging workplace accidents.
  5. Actually I noticed KSP started using a lot more RAM after I installed FF, it causes a crash with mono.dll (essentially the game is trying to use more memory than the software will allow). The crashes always seem to happen when I recover a flight and FF ques up to determine the ribbons that should be awarded. I suspect FF might have a memory leak. As a workaround I started using OpenGL to cut down on RAM use, but you might need to check that out.
  6. I found that my game had a copy of 0.3.3.0 embedded in a mod, I am wondering if I can upgrade it to 0.4.x without breaking my saves.
  7. Is there a way to keep the .90 to 1.0.x upgrade from breaking saved games?
  8. I usually play sandbox, but I have been trying out career mode just to see what it is like now that it is finished. So am new to this as well. Each profession has its own benefit, Scientists get a bonus % on science collected and can process in field labs, engineers can repair things in EVA (and use KIS tools) and pilots get the ability to stabilize a craft (T or F key) they are flying without the need for an SAS part to be on the vessel. By your description it sounds like you have at least 1 pilot kerbal on board. Try it just Bob or Bill and no SAS parts and see what happens. Also while I am thinking about it. This came up in a different thread, for roster manager can you add the ability to uncreate/permakill an unwanted kerbal? Several people have mentioned the need to get rid of some of the really stupid ones without turning on permadeath.
  9. I wonder if you can selectively kill them off by toggling permadeath and arranging for an "Accident". I have never played with permadeath, can anyone tell me if that would work?
  10. I was thinking of it along the lines of two separate lists, one would be to earn your orange suit and one for BadS. The difficulty to earn your Orange should be should be reasonably doable, but no so easy that every kerbal ends up with the orange suit...it would lose its value. As for the BadS...I think that list should be pretty crazy-epic to make it real challenge you can seriously be proud of...especially if you are playing permadeath. Lol you are in good hands then, I just happen to be one of those project managers in real life and work through similar problems with my devs on a regular basis I will probably have to sleep on it as well, but my initial thought is that you can make that config a one-time pop up when you first install the mod that makes you pick neutral (the way it is now) or gender based. Someone can still dig out the cfg and changes it that way though... I suppose the best question moving forward is, how do you have it coded to check for the "first" ribbons currently? Once we cover that we can figure out the next step. I suppose multiple paths to the orange suit would be possible. It is not what I initially had in mind, but it never hurts to add flexibility. We would just need to split the list into "required" and "optional" qualifications. It would end up along the lines of "Must have Ribbons A, B and C plus any five from this list..." I see your point about the gender thing and agree with you completely. I really, really dislike the way we do it in the real world myself because end up splitting hairs ad nauseam to justify handing out stupidly specific awards for "The first left handed, biracial, female Ethiopian with green eyes to complete a non-stop solo transatlantic journey in a solar powered boat (no larger than 1 ton) while only eating peanut butter." Despite my personal preference in RL, I honestly do think adding the feature (if feasible) will make the mod better for the people who actually do like and want that sort of thing for purposes of immersion and/or realism. Remember, game/mod design is about offering options to fit a variety of different play styles...not just your own. Some people choose to play with permadeath while others choose not to pay with permadeath. Neither is right or wrong, it is just a matter of personal preference. My main point here is, your preference to not have it in your game should not stop another player from having the option to have it in their game. If you don't like a feature, just turn that feature off and forget it exists. And as a side note: I have even heard rumors that there are some real live females who play KSP and might appreciate this type of thing (or not) for whatever reasons they might (or might not) have at any given moment. I never try to predict the motives or reasoning of females because they exist in a state of quantum uncertainty.
  11. I have not seen it happen on the launch pad, but maybe if the craft is large and wobbly enough... I think that strictly speaking the dangerous EVA ribbon will be awarded for any "unstable" situation, I do not know what the exact code looks like that defines what "unstable" might be. I have gotten it for EVA in upper atmosphere on a suborbital trajectory that ripped the Bob off the ladder and it was total freaking miracle I got him back into the pod using the EVA jets both he and the pod reentered and I have gotten it for EVA from a pod gently parachuting down. I doubt it will be an issue that makes things too easy for the purposes of the challenges though. Considering the laundry list of other things you would also need it is the least of your worries - - - Updated - - - Yes very true, I think it would be important to include a config that would let you keep it like it is if we can even get the gender thing to work.
  12. I always used the Kethane Juicer to kill off the stupid ones. I do not use Kethane anymore...need a replacement for that function.
  13. I loaded this mod after playing some and you definitely do not get ribbons for things you did previous to the installation. It will only award for things you do after the install. (How would it know what you have already done?) I think you can add them manually though, but I have never tried that.
  14. Sorry, I am not trying to be a d*ck. I am just throwing out ideas, not trying to throw the permadeath players under the personnel transport rover. It is just a pet peeve of mine to have someone reject an idea without including a suggestion on how to improve the idea to satisfy their objections. To me the answer to the permadeath question is very simple. We come up with a list of seriously crazy-dangerous things that are balanced so that it is still possible to do them without necessarily dying in the process and remove the "death" requirement. Granted I think they should still be very difficult, but since the most common reason to play with permadeath is to add a level of difficulty for yourself, completion of the challenge (permadeath or not) should come with some major bragging rights. E.g., Instead of "Burn to death flying to close to Kerbol" you would use "Fly within 2000m of the Kebol's surface." I will kick this off with a list of things I think should be part of earning a the Orange Suit and BadAss challenges, feel free to make suggestions to add or remove (including your reasoning): Orange Suit Challenge: Earn the following ribbons At least one "First" ribbon 20 Missions ribbon 9G (or greater) ribbon 30% solid rocket booster ribbon 5 Contracts ribbon ribbon Dangerous EVA ribbon Land/EVA/Plant Flag on Minmus and Mun Jool Tour Ribbon, includes SoI ribbons for Jool and all its moons 2000 days Accumulated mission time ribbon Pilot a Polar, Equatorial and Geosync orbit on Kerbin (no ribbons for special orbits) Earn the Orbiting the Sun at half or less the distance of Moho ribbon You get the idea. BadS Challenge: Earn the following ribbons: Complete the Orange Suit Challenge Earn at least three "First" ribbons 50 Missions ribbon 18G ribbon Splash Down Tour (Water landing on Kerbin, Eve and Laythe) (Currently no ribbons for Eve and Laythe splashdown or tour) Grand Tour Ribbon (Includes SoI for all celestial bodies) Jool-5 Challenge (land on all 5 moons in a single mission) and enter deep atmosphere of Jool (Grand Tour, Deep Jool, Landing/EVA ribbons for the moons-- Currently no ribbon for combining all of this, suggest Grand Jool Tour ribbon with a Gold boarder and a little decoration on it) 5000 days Accumulated mission time ribbon Fly within 2000m of the Kebol's surface task (Currently no ribbon for this) You get the idea.
  15. No, I mean clone the appearance of the ribbon so-- no new design work, You can still give it a unique ribbon code/ID on the back end just like adding a "new" ribbon that just happens to look the same-- no additional coding work there. Now that you have your "new" Kerbalina version ribbon (with its own unique code) you add the text just like you would for a new ribbon-- no need to write new code to generate new text. From there you have a list of "first" ribbons for kerbal/neuter and a second unique list for the kerbalina version with the same looking ribbon, but different IDs and modified text Then all you have to do is figure out how to award them based on a gender check, which can take place outside of the ribbon code-- no need to touch that. If gender = Male it awards from list A (original ribbons-- "First Kerbal to do X"), If gender = Female it awards from list B (modified text-- "First Kerbalina to do X"). - - - Updated - - - It is just recovering the debris and checking to see if the pilot earned a ribbon-- the debris has no pilot therefore no ribbons are earned, so it gives the "Nothing Happened" message. - - - Updated - - - If you play with permadeath then it actually does not effect you at all. The game would be exactly the same for you both before and after the addition of the feature. You lose nothing.
  16. Apparently it loads the profession at the start of a scene change. It seems to be most noticable when switching from a non-pilot to a pilot-- If you scene change away from the craft and come back it no longer treats a scientist/engineer as a pilot and if you switch to a pilot...no SAS.
  17. I have been using it, so yes it does work with the current version. It does not need to use the inventory system the kerbal automatically has a parachute when they EVA...it is that simple.
  18. Found a minor bug/exploit. If you load one type of kerbal, say for example a pilot in the VAB and change that pilot out for a scientist on the launch pad using SM you can still use the pilot's ability to SAS until you change scenes away from the craft and come back. E.g, You can go to the launchpad with Jeb and switch to Bob, but still use Jeb's piloting skill to get into orbit.
  19. From what I can tell the dev version seems to be working at least on the chutes, I did not test the powered recovery or combination of chutes and power.
  20. Thank you very much for pointing me in the right direction. As for KerbalStats, I am thinking about uninstalling as it has no visible interface, benefit or use. - - - Updated - - - It would be really cool to add some sort of DnD style multiclassing feature in Roster manager so you can level up more than one profession. By the description the way the professions work with the name hash, I am guessing this is not going to happen any time soon, but it would be really cool.
  21. No need to recharge it from the pod then, just wait a bit and it will take care of itself.
  22. I cannot go look right now, but I will grab the dev version and test it out this evening. Did you compile it or just post source? - - - Updated - - - To be more clear, if you post something I can test on Git and/or send me a link, I will test it for you tonight.
  23. I think it should require at least one "First" to do something ribbon plus X number of flights logged and one or more ribbon categories maxed out-- (e.g., "science collection" and/or "contracts completed"). This would also be a reason to do the gender thing to have more "Firsts" available. You could do something similar to allow the kerbals to "earn" a BadS tag...that should be a pretty extreme set of qualifications. All the Orange suit quals plus a bunch more (e.g., 3+ "First" ribbons, several ribbon categories maxed out) and something like they have actually "die" on missions in a number of different ways (proving they are truly immortal like Jeb). This last part is kind of reminiscent of the Drown-proofing they do with Navy SEALs where they tie their hands and feet together and throw them in a swimming pool. The idea is to make them face any fear they may still have of drowning to make them fearless when they are in the field. Actually it should be pretty straight forward if you think about it, it would only effect the "First" ribbons (clone those, minor text change, no new work) then you just have to query the gender of the kerbal/kerbalina in question and assign either A (Kerbal = male/neuter) or B (Kerbalina = female) ribbon accordingly. Whatever you are using to query profession for the profession based ribbons should be easily modifiable to do the same for gender. Then for people who want to opt out, set the config to skip the gender check and always award ribbon A.
  24. I am using Real Chutes with stock physics and it seems like I very rarely get a stage to recover. As in, I cannot remember the last time it actually worked and that may have been with a stock chute. They are hitting at max terminal velocity allowed by SR 200 m/s as if I do not have any parachutes on them at all. Does this mean they are hitting the ground before leaving physics range? Do I need to set the chutes to deploy immediately? How do I do that? Is that what the "arm" option does on Real Chutes? - - - Updated - - - Your terminal velocity is under 200. I am just guessing, but it looks like you do not have enough chutes for the mass of the stage.
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