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metl
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Everything posted by metl
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Nevermind. I was slightly out of view from Kerbin. As soon as it entered view, everything started working.
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I can't figure out what I'm doing wrong. I'm on Minmus with an engineer, facing the sun and with a clear view to Kerbin. I've placed down two solar panels, a mystery goo, an antenna and a control station, all practically touching. Everything including the solar panels says "unpowered." The station picks up needing 3 power, but has 0 available. What am I missing?
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Does this only affect transmittable science or all experiments?
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When I saw KSP on the list of Red Shell users, my heart sunk. Once again though KSP shows they are here for the community! Damn I love these guys.
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I reloaded the craft file and KER's math works out. I had a docking port jr. on the top connected to the service module above and it was pulling fuel across the port. On it's own the math for the MEM appears to be correct. KER may be working just fine.
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I did run into an issue with the MEM. Bare with just a spark engine under it, KER only reported it as having 69 Dv (staged inside a fairing.) I knew that had to be wrong so I sent it anyway. I had more than enough fuel to return to orbit and re-dock at about 40km. I'm not sure what could be throwing it off. Also a couple of times I've noticed with the atmosphere setting off, it adds all the Dv up on the stage side and the total Dv column, but they don't match and I can't tell if either is accurate (admittedly I haven't bothered to do the math when it has happened cause I knew I had more than enough.) I'll try to make note of what combo of parts gives strange numbers.
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Kerbal Space Program update 1.4 Grand Discussion thread.
metl replied to UomoCapra's topic in KSP1 Discussion
Nooooo!!!! Steam is being cantankerous and refusing to download the update! Why? Why me? I wants to see the new shiny so bads! -
Love the UI overhaul man. It is super sleek and just makes the interface look so much better. Thanks for something I didn't realize I needed so badly!
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
metl replied to RoverDude's topic in KSP1 Mod Releases
I've developed a strange bug where the construction ports will not connect to each other or other ports. The magnets will pull slightly on the first attempt, but it never finishes the connection and stays as two ships. The magnets only work on the first attempt. If I back away and try again, the magnets won't even work. Even more strange, I took the Explore Kerbin contract to dock two vessels to see what would happen. I sent up a new ship and It completed the contract even though the vessels never docked. I have not yet tried two completely new ships, but I have used KAS/KIS to attach new construction ports, which also did not work. Normal ports still work. Are there any known compatibility issues with KSI/KAS, ExtraPlanetary Launchpads, or the EL conversion Simple Construction?- 1,473 replies
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- parts
- construction
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[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
metl replied to Claw's topic in KSP1 Mod Releases
I'm beginning to think Claw is not coming back. -
I'm a little confused with their abilities. I get that they do not get the science multipliers like a scientist, but what are the drawbacks compared to an engineer? Also, I'm confused on the piloting abilities. Can they only use SAS when there is a connection, like a rover, or is it not at all? what are the benefits/ drawbacks compared to a dedicated pilot? I love the idea, I'm just trying to understand the specifics a little better. Hopefully someone with knowledge of the base code can help you get this like you want (if possible.)
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@RoverDude If you're a puppet, can you be Walter, or Hose Halepeno? Is Jeff Dunham really controlling you? It's okay, you can tell us the truth.
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I run a team of seven people in my personal life and have for the past almost four years. We've had a couple of positions change many times during that time, but a core of four of us hadn't changed in over two years. Recently, the one that was with us the longest (five years), left for a better paying opportunity with better career advancement options. The second longest (three years) suffered a major morale hit because of it and decided to insist on better benefits. It resulted in her quitting to find a better position elsewhere (unlike the first guy that already had an offer when he left. Completely unrelated, within a month, another employee had to move out of the area and also left us (not quite two years with us.) We're back to full staff, but now aside from one person that has a year, everyone else I have has less than just a couple of months with us. Prior to this, our core four person team had not seen any change in almost two years. Why do I tell this? To show that sometimes when a cornerstone employee leaves on their own accord to seek better opportunities (even though had they not received the offer they would have remained and been perfectly happy) it can cause others to decide to see what else is out there, while still some may leave for reasons out of their control at the same time, leading to what might "appear" to be a bad work setting, but in actuality is just life. There is a season for everything. I don't know why these devs left. Frankly, I don't care as I am confident there were valid reasons on the side of whoever made the decision, whether it was the individuals or the company. The important part is that we still have a game that from the sound of the weekly devnotes is only going to continue to grow. I'm stoked to see what the future holds. Thanks to the devs that have given us KSP, your work is appreciated and enjoyed.
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[1.12.x] Konstruction! Weldable ports, servos, cranes, and magnets!
metl replied to RoverDude's topic in KSP1 Mod Releases
Someone has been busy in their off time! That welding is freaking fantastic and I can't wait to play with the crane stuff!- 1,473 replies
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- parts
- construction
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
metl replied to TriggerAu's topic in KSP1 Mod Releases
I'll be glad when Trigger Au finally has time to update this. Playing 1.2pre without it has not been a pleasant experience. Lol. -
I believe it still requires module manager, which will not be updated until 1.2 is officially released. Bummer too cause I hate leaving all those small bits of science behind everywhere
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What do you think of science-to-tech research mechanic?
metl replied to Wjolcz's topic in KSP1 Discussion
I have to agree with regex. The whole point of the modding community is to take what is provided in stock, and tweak it to suit your personal tastes. For what you're wanting, I would try the Engineering Tech Tree. As far as the "government funding" issue, you're looking at it all wrong. Your KSC is a private company, doing contracts for other private companies. Governmental funding doesn't come into the equation. As far as needing to use specific experiments to unlock specific parts, that just sounds like a convoluted mess trying to figure out what test unlocks what part next. There's a mod called R&D which allows you to spend science points to upgrade part stats. You might try that and see if that is more in line with what you're looking for. -
I wish I could help, but sadly I'm not a programmer Hopefully someone comes forward with an idea. In the mean time, I still like what you have so far! Good luck
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Have you had much luck making any progress on implementing new career options like proposed? It really is a cool idea if able to be achieved.
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Well this is certainly an interesting idea! Commanders sound a bit too OP though... If they can do everything, how are they balanced against the others aside from lesser science rewards? What makes an engineer a better choice over a commander? I really like the concept and think I will check it out! How well does it play with KAS/KIS with regards to engineer skills?
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Stock "Fairings" vs Procedural Fairings
metl replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Your opinions are missing a few facts there, but that's okay. They're your opinions and I subjectively choose to disagree with them. -
Stock "Fairings" vs Procedural Fairings
metl replied to AlamoVampire's topic in KSP1 Suggestions & Development Discussion
Except stock parts don't really match real-life counterparts as it is, so what is the point of your argument? That in a video game featuring little green men flying rockets in a made-up galaxy, stock fairings should match real-life couterparts? That's not any argument at all. I have never had any issues with the stock fairing system (aside from the brief time when interstages were tough to make work in the beginning, you know back when the game was still considered "in development.".) They work, they fit in aesthetically with all the other mismatched parts, and being hung up on how many pieces they break into is irrelevant to me. I have no need for Procedural fairings. If you are using several part mods and want a specific look to your rocket, then obviously you need to use it, just like you are using the other modded parts. With that being the case, why get all bent out of shape towards many of us that see nothing wrong with the stock option for our purposes? Bottom line is, neither choice is superior to the other. They both serve the exact same purpose, they just achieve it in different ways. -
That's actually a cool idea. I've always been bothered about that small bit of waste or the opposite of releasing at engine start which always results in a slight dip before takeoff. Not sure why but it always bugged me. Maybe because it never looks like it does during the Apollo launches, I don't know. But I will certainly give this a try. Too bad the pumping can't be automatic.
- 35 replies
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- launch clamp
- fuel pump
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