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Thanks!
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# ? Jan 18, 2015 22:06 |
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# ? Jun 9, 2024 12:47 |
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Nalesh posted:Sucks how there's not a single life support mod that works on .90 :C I'm on TAC-LS 0.10.1.1320 and it seems to work without any issue.
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# ? Jan 18, 2015 23:26 |
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0.90 makes RoverDude's Alcubierre drive so much more usable. *Set target. *SAS target mode. *Go! Shame it's still a death sentence. The drive is way better than it was during the preview release though. It doesn't seem to slowly destroy the ship any more. Admittedly that was kind of fun, but not great for survivability. Being able to disable the proximity safety would be a nice feature, even if it causes a severe ISP penalty, shield shrinkage, failure or other fun things when it hits an atmosphere.
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# ? Jan 18, 2015 23:39 |
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Dekko posted:Are you talking about the actual in-atmosphere scoop, or the one you can use in space? I've only used the latter but it does take absolutely forever to fill a few tanks (which is fair enough considering its a way of getting endless, free fuel without the hassle of launching/landing rockets). Which scoop can get Karbonite in the vacuum of space? I put that GIANT yellow dish-looking collector on a space station and it doesn't gather Karbonite. I must have misunderstood the information text for the part.
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# ? Jan 19, 2015 00:08 |
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Met posted:Which scoop can get Karbonite in the vacuum of space? I put that GIANT yellow dish-looking collector on a space station and it doesn't gather Karbonite. I must have misunderstood the information text for the part. The particle collector collects karbonite, it is a 2.5m white part which looks like a big air intake. The one that is very large and looks like a dish is, I think, designed to collect karborundum from the sun, which is a rare resource designed to power the super engines from the karbonite plus pack. Particle collectors work close to the atmosphere of planets which have karbonite in the atmosphere, and in locations with karbonite in the gravity well, which are few.
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# ? Jan 19, 2015 00:10 |
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Also for the Karbonite particle collector, it has to be within atmosphere + 10%, eg. 77km for Kerbin , for it to be able to collect Karbonite particles, it's also quite slow but you can make up a array of them hanging off the side of your station for free fuel forever.
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# ? Jan 19, 2015 00:28 |
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VodeAndreas posted:Also for the Karbonite particle collector, it has to be within atmosphere + 10%, eg. 77km for Kerbin , for it to be able to collect Karbonite particles, it's also quite slow but you can make up a array of them hanging off the side of your station for free fuel forever. Ah okay. My station sits at 85k. That's the issue.
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# ? Jan 19, 2015 01:06 |
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"OK, I got your emergency fuel here, where do you want it?" "Eh, wherever, it'll work."
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# ? Jan 19, 2015 01:27 |
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How are they attached?
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# ? Jan 19, 2015 02:08 |
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Count Roland posted:How are they attached? THE CLAW
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# ? Jan 19, 2015 02:18 |
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I see all these cool looking designs around but what I really feel is missing from the kerbal community is spaceships that look like rear end It's purpose is to truck things around to Kerbin's moons and back, and also make whoever is driving it regret their life choices.
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# ? Jan 19, 2015 02:30 |
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I recall having a 0.65m klaw a while back, but I can't recall what parts pack it came from. Help?
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# ? Jan 19, 2015 02:32 |
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So, today I farmed some Fine Print survey contracts on Kerbin. My trusty plane (posted a few pages back) the Triangle (great name) joined me for a 3 hour long fun session getting Jeb and Bill around. This is whatw the plane looked like by the time I was done: https://www.youtube.com/watch?v=XJx_sv9yyP8
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# ? Jan 19, 2015 02:52 |
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Collateral Damage posted:I recall having a 0.65m klaw a while back, but I can't recall what parts pack it came from. Help? TweakScale?
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# ? Jan 19, 2015 02:56 |
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VodeAndreas posted:Also for the Karbonite particle collector, it has to be within atmosphere + 10%, eg. 77km for Kerbin , for it to be able to collect Karbonite particles, it's also quite slow but you can make up a array of them hanging off the side of your station for free fuel forever. Yeah. It gets like three particles per orbit. I gave up on it after my epic adventure with a rig specifically built to find where the hell the sweet spot for atmospheric edge Karbonite was. The only good parts of that mission were that the craft reminded me of a flying Lamprey and the satisfaction I got from spearing it into the ground.
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# ? Jan 19, 2015 02:59 |
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Wish there was a tweakscale config for the fuckhuge B9 parts.
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# ? Jan 19, 2015 03:08 |
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Splode posted:THE CLAW I've unlocked it in the tech tree many times, but I've never gotten around to using that thing.
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# ? Jan 19, 2015 03:13 |
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Philonius posted:That's exactly my own experience with this mod. I constantly had the feeling that I've just not been given the tools to complete the job; it's tuned tightly enough that there's really only one path you can take to eke out enough science to get additional parts. And even that doesn't help much. Elementary components like radial decouplers or solar panels are far, far down in the tech tree. I gave up on it after trying to fit 40-50 heavy batteries on my munprobe. Don't understand the reasoning behind it either. The first real life spacecraft to use solar panels was launched in 1958. I haven't used BTSM in a while so I'm not sure why I'm bothering defending it, but it isn't meant to be a realism mod. It's more of a challenge and logical progression overhaul (withhin the bounds of the KSP game/engine), forcing batteries is a way to drive away over engineering and keeping solar panels late keeps you from progressing to interstellar travel early on. Flowerchild is definitely on the overly aggressive jerk side, to include trying to sabotage other moddering efforts in the past, but the guy has the right to make a mod and build it however he wants.
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# ? Jan 19, 2015 03:26 |
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Apoffys posted:TweakScale?
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# ? Jan 19, 2015 04:08 |
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Rover's newest(?) pack has a bunch of nice claws, including a probe one.
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# ? Jan 19, 2015 04:10 |
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nessin posted:I haven't used BTSM in a while so I'm not sure why I'm bothering defending it, but it isn't meant to be a realism mod. It's more of a challenge and logical progression overhaul (withhin the bounds of the KSP game/engine), forcing batteries is a way to drive away over engineering and keeping solar panels late keeps you from progressing to interstellar travel early on. Flowerchild is definitely on the overly aggressive jerk side, to include trying to sabotage other moddering efforts in the past, but the guy has the right to make a mod and build it however he wants. Unless Squad wants to start revoking those rights from jerks!
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# ? Jan 19, 2015 04:11 |
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General_Failure posted:0.90 makes RoverDude's Alcubierre drive so much more usable. New drive in the works... stable as a rock, and I had it at 10 x lightspeed, and works under time warp.
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# ? Jan 19, 2015 04:54 |
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Collateral Damage posted:I recall having a 0.65m klaw a while back, but I can't recall what parts pack it came from. Help? I have one in the AMT pack.
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# ? Jan 19, 2015 04:56 |
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RoverDude posted:I have one in the AMT pack.
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# ? Jan 19, 2015 05:14 |
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RoverDude posted:I have one in the AMT pack. The really flat claw with tweakscale is also really amazing, has quickly become my favourite claw Mr. Wynand posted:I'm on TAC-LS 0.10.1.1320 and it seems to work without any issue. It borks up the menus for me after a while. Nalesh fucked around with this message at 07:45 on Jan 19, 2015 |
# ? Jan 19, 2015 05:38 |
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Nalesh posted:The really flat claw with tweakscale is also really amazing, has quickly become my favourite claw I've been playing with the version I linked and no menu issues. I am however getting a weird bug where if I launch a ship that has multiple parts docked together, and then dock it with my space station, I become unable to go to the space center or switch to other distant ships using the map. And since there is no easy way to exit to main menu I have to quicksave and alt-f4. Very annoying but after one more docking I should be done with this station, hopefully.
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# ? Jan 19, 2015 10:34 |
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I had a similar bug until I uninstalled Kerbal Joint Reinforcement.
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# ? Jan 19, 2015 11:33 |
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nessin posted:I haven't used BTSM in a while so I'm not sure why I'm bothering defending it, but it isn't meant to be a realism mod. It's more of a challenge and logical progression overhaul (withhin the bounds of the KSP game/engine), forcing batteries is a way to drive away over engineering and keeping solar panels late keeps you from progressing to interstellar travel early on. Flowerchild is definitely on the overly aggressive jerk side, to include trying to sabotage other moddering efforts in the past, but the guy has the right to make a mod and build it however he wants. Of course he has. Mod makers spend a lot of time making something and then put it out there for free. It just wasn't quite what I was looking for. Shame, but I'm not mad or anything.
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# ? Jan 19, 2015 12:06 |
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Koobze posted:I've been playing with the version I linked and no menu issues. That's what I mean by the menus borking.
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# ? Jan 19, 2015 12:37 |
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rmdx posted:I had a similar bug until I uninstalled Kerbal Joint Reinforcement. Thanks, that fixed it!
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# ? Jan 19, 2015 12:40 |
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rmdx posted:I had a similar bug until I uninstalled Kerbal Joint Reinforcement. How is the game even without it, haven't played without it in forever, is it still pretty wobbly
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# ? Jan 19, 2015 13:10 |
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I have the same menu bug mentioned but I don't have the joint reinforcement mod installed. I do have KAS though
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# ? Jan 19, 2015 13:35 |
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Nalesh posted:How is the game even without KJR, haven't played without it in forever, is it still pretty wobbly The old versions (2.4.5 is 0.90 compatible) don't seem to exhibit that bug, it's only the 3.x series, though YMMV. Get them from GitHub
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# ? Jan 19, 2015 13:59 |
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nessin posted:I haven't used BTSM in a while so I'm not sure why I'm bothering defending it, but it isn't meant to be a realism mod. It's more of a challenge and logical progression overhaul (withhin the bounds of the KSP game/engine), forcing batteries is a way to drive away over engineering and keeping solar panels late keeps you from progressing to interstellar travel early on. Flowerchild is definitely on the overly aggressive jerk side, to include trying to sabotage other moddering efforts in the past, but the guy has the right to make a mod and build it however he wants. People have a right to be jerks, but that right doesn't include freedom from criticism.
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# ? Jan 19, 2015 17:18 |
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This is annoying. Got a ship to the Mon but apparently the fairing base attached under my rocket is blocking the thrust so I get no propulsion. Guess I get to send out a rescue mission since I didn't put a decoupler between the two and Jeb isn't resourceful enough to break it off it seems.
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# ? Jan 19, 2015 17:41 |
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nessin posted:I haven't used BTSM in a while so I'm not sure why I'm bothering defending it, but it isn't meant to be a realism mod. It's more of a challenge and logical progression overhaul (withhin the bounds of the KSP game/engine), forcing batteries is a way to drive away over engineering and keeping solar panels late keeps you from progressing to interstellar travel early on. Flowerchild is definitely on the overly aggressive jerk side, to include trying to sabotage other moddering efforts in the past, but the guy has the right to make a mod and build it however he wants. What's up with that bolded bit? I recall that he pretty aggressively was not compatible with other mods (fair enough) did not hear anything about outright sabotage tho.
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# ? Jan 19, 2015 17:54 |
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Philonius posted:It's a shame, cause I really like the notion of a slightly more realistic progression. I would love a career mode were you start off with RoverDude's sounding rockets and have to work your way up to Sputnik-type probes and finally manned flights. Ideally, with RemoteTech style comms rules (plus allowing you to program nodes into the flight computer in the VAB). That would even be great for the stock game, though it's bot very compatible with the whole climb-aboard-and-light-it-up ethos that I love in KSP.
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# ? Jan 19, 2015 18:00 |
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RoverDude posted:What's up with that bolded bit? I recall that he pretty aggressively was not compatible with other mods (fair enough) did not hear anything about outright sabotage tho.
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# ? Jan 19, 2015 18:02 |
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RoverDude posted:What's up with that bolded bit? I recall that he pretty aggressively was not compatible with other mods (fair enough) did not hear anything about outright sabotage tho. I think they're conflating events because afaicr FlowerChild never deliberately hosed with other people's mods, but he definitely has a history of playing super poorly with others. I don't remember the details but for a bit he was working with a few other modders on an API and basically everything he checked in was a) solely for his own mod to have hooks and b) generally hosed over the other contributors by calling things in a really obtuse way. Also for a while if you decided you didn't want to play with his mod anymore you had to do a clean install because it replaced the game's .class files with his own. There was another modder that had code which checked for the presence of a few goon-made mods and made the world full of actual virtual exploding bees upon detection, but FlowerChild never went quite that far (unless I missed something more recent).
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# ? Jan 19, 2015 18:07 |
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# ? Jun 9, 2024 12:47 |
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Oh right, I may be confusing FC with some other egomanical modder. It's not like Minecraft has any shortage of them.
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# ? Jan 19, 2015 18:25 |