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Posts posted by HeadHunter67
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Looks like a nice substitute for the old TAC Fuel Balancer. It would be even nicer if a special component wasn't necessary so I could use it on existing craft out in space. Thanks!
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I am glad to see NavyFish and Micha have kept this plugin alive. I'm back to KSP after an absence of nearly 3 years... Now that my new computer can run it reliably, I'm learning all over again. Glad to see my guide to using this plugin are still around - I reacquired the skill thanks to the "me of 5 years ago".
Keep up the good work and thanks for all the (Navy) Fish!
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I'm content playing a fully-stock build, as long as I have this and DPAI. Trying to balance RCS manually can sometimes get a little tricky on unusually shaped modules - this has helped me to tweak placement (and sometimes construction) just a tiny bit to make sure things handle properly when docking. Assembling space stations is much easier when I've built them with the aid of this plugin. Thanks for keeping it alive!
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Well, if you don't roll to the proper orientation, then your yaw and pitch commands will have to be adjusted to account for your orientation. The "A" key is not going to yaw you to the left if you are rolled 90 degrees - you'll need to work out the difference in your mind. During a docking maneuver, it's far easier just to roll to 0 degrees so the on-screen input matches what you will need to do.
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I've had many reports of the Engine Gimbal Fix causing wobbly rockets, especially for longer rockets. I have adjusted the Engine Gimbal response speed based on user input. I may turn this into a StockPlus tweakable for those who want it.
Thanks for fixing this - I was wondering why tried-and-true designs were doing the "rocket hula" lately.
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Well, I would be honest because why not, I'm currently busy playing GTA Online with my friends so I won't be updating as fast as I can. I hope you guys understand I like to contribute to the community but also play my games. It's a hard balance but I would not let this project die down.
You're allowed to have fun too - just wanted to let you know that there are a lot of people who consider this their favorite rocket in KSP due to your mod and are hoping to play it again soon.
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it just bugs me sometimes when I EVA and see that the Kerbal on the hatch is almost as wide as the pod.
If you've ever seen an actual Gemini capsule up-close in person, you wouldn't think that any more. They're smaller than a sub-compact car. You'd honestly be surprised that two people could fit in there for four days.
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I have noticed what appears to be an issue with the T-RP and TK-RC04B Return Parachutes. When I hover over the tooltip, the semi-deployed and fully-deployed effective diameters read 0.0 for both modes and both models.
Consequently, this means that when I deploy the chute, the graphics and animation show a chute deploying - but to the game system there's nothing to cause resistance to slow the capsule, which slams into the ground and kills the crew. I am pretty sure a T-RP should normally be sufficient to slow a Khleb carrying nothing more than the two crewmen and a basic antenna (total mass 1275kg including the chute).
Am I doing something wrong, or is this a genuine bug? I'm sure I can change the values in the configs but if it's a real issue I wanted to bring it to your attention.
[EDIT: OK, I found an answer several pages back - deleting the partdatabase.cfg did work, just wondering why this happens now...]
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I'd be willing to update it. I like that your parts are more proportional than Tantares.
I'd like to see that, for the same reason. I like Tantares also, but 1.25m seems too narrow for what they do (and 2.5 of course is pointlessly large).
I miss being able to use the Spud and Radish and all the fun toys here.
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I would also recommend moving it farther down the tech tree, as it's almost too late to be useful for its primary purpose.
I have noticed another issue with it - that being how heat affects components on the outside of the capsule. I'm not talking about stuff that extends past the diameter of the heat shield, I am concerned with battery packs (or radial chutes) partially embedded into the narrower cylinder near the nose, and a parachute that is on the nose of the capsule. Often times, the parachute will burn up and be destroyed - having never been deployed and usually just before the fire effects end and the mach effects begin. There should be no reason these parts should be subjected to any re-entry heat, especially considering the ablator only loses a few points from a normal low orbit.
Until I discover why this is happening, I can no longer use a capsule that may result in the death of its crew. Any ideas?
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Possible still not accepting it when checking against version number. Should only check major version and not minor. But might not be case. It does work with any 1.0 though.
Very possible you were getting and Incompatibility from toolbar (was old version) and not Achievements.
No, it was specifically the Achievements. It does check against minor version number - so if you have it specified as 1.0 instead of 1.0.2, it will pop up that warning. I tried it without the Toolbar folder and got the same result. Putting a text Version file in the Achievements folder did not change that. I don't know how you have the version set in the mod - via the .dll or something?
I'll try the new download and see if that behaves differently.
[EDIT: Seems to load fine - whatever you did appears to have worked. Thanks!]
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Thanks for updating this, however I'm getting an incompatibility pop-up when launching the game.
I noticed there is a 000_Toolbar folder inside the Achievements folder - I already have the latest version of Toolbar (1.7.9) installed separately. Is it possible some of the files in the download are in the wrong place?
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Remember that WASD only control yaw and pitch, not translation - so that texture could mislead new pilots into thinking that D would move the ship (rather than the nose) to the right.
When I was starting out, I actually drew a little six-axis on a post-it with the HIJKLN directions, until it became second nature.
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Why not just use strategies to turn science into funding?
I tried this plugin, and soon found myself with more money than I'd ever need.
So I started another save without it, and after I'd accumulated a decent amount of reputation, used a strategy to start turning half of it into money. I found myself with quite enough of both after all.
I'm not knocking this plugin - it will surely appeal to some, I just found it excessive and redundant in light of the Strategies.
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I don't want to interfere with your project or make you change your name... but I do want to point out that KRASH as an agency is already mine by prior usage.
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I hope to see development continue on this project. To me, this is how I like to play KSP.
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It seems the prospect of coming home alone, was not much of a consolation to him.
I've read his accounts before. I'll bet it would be more of a consolation than dying on the Moon, and his resolve to return alone if necessary confirms that.
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His willingness to take on such a demanding and dangerous job could be considered a sacrifice, but as for remaining in lunar orbit while others landed on the surface, definitely not. That was his job.
Another thing few people consider is this: While he may have gone all the way to the Moon but not set foot on it (as did eleven other people not mentioned in this topic), he had one consolation - if something went wrong with the landing, he was the one who'd still make it home.
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Wonderful idea and rep-worthy!
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Thanks for this plugin. It addresses what seems to be a glaring omission in the concept of recovery.
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I just bought a second copy of KSP from Steam, that way I have the best of both worlds. And squad gets double (minus the bit Steam takes out) support from me.
Same here. The benefit of Steam is that I get updated as soon as it's available and don't have to deal with congestion on the site.
The benefit of buying my second copy through Squad is that I can keep an archive of all the previous versions as standalone downloads. This makes it very easy to reinstall or to setup a build for an older version.
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I am almost evangelical about this - I've seen far too many screenshots which were probably very interesting, but so dark that nothing could be seen. If people would use this more often in tutorial videos, the game would be better for it.
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I think there was an orbital test of a lander during the early apollo missions to test the viability of actually using the lander to depressurize it, get out, get back in, then repressurize it. All while it was attached to the command module. SO technically the Apollo program might have had the first actual airlock, in the form of the lander attached to the command module.
That would be Apollo 9 - David Scott and Rusty Schweickart did the EVAs in the first spacesuits with independent life support. It was also the first time that American spacecraft were given names by the crew (the CM was Gumdrop and the LEM was Spider), the first docking of two spacecraft with crew transfer (Scott was also aboard Gemini VIII with Armstrong, the first docking in orbit). Lots of firsts on that mission. (Scott was also the first man to drive on the Moon).
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I'm very glad to see BobCat's great work is back and available for use in 23.5!
[1.12] Stockalike Station Parts Redux (June 12, 2022)
in KSP1 Mod Releases
Posted
Building space stations is my very favorite thing to do in KSP. This set looks AMAZING and I can't wait to try it out! Thanks for all the hard work!