Sarbian changed the topic of #kspmodding to: Welcome to #kspmodding - the channel for discussing, and learning about, modding Kerbal Space Program. Code of Conduct: https://git.io/vSQh6 | Always provide logs. | *** PSA: https://kerbalspaceprogram.com/api/index.htm | Someone is writting a Phd dissertation on KSP modding please fill out this survey https://goo.gl/forms/1vrkPYH4az8l32sb2 - I have met him and it s legit
<taniwha>
Mathuin: one of the contract configurator packs seems to have such
<Mathuin>
taniwha: someone pointed me at Field Research, which does exactly this -- I wish I had it from the start. :-)
<Mathuin>
OOC, is it at all possible to un-improve something like the VAB? It would be nice to return it to level 2 to get the VAB South Complex all science'd up.
<taniwha>
I think destroying the vab gives that option
<taniwha>
when it comes time to repair
<Mathuin>
Hmm. How hard is it to destroy the VAB? Launch something heavy up, and land it right on the VAB?
<taniwha>
or just smack into the side with sufficient energy
<Mathuin>
That'll be fun.
<Mathuin>
... I wonder if I'm on "easy" mode or someone
<Mathuin>
That might explain why launching an explosive weapon directly at the building has no effect.
<Mathuin>
Nope! I missed the VAB and did some *serious* damage to R&D
<Mathuin>
It's harder to do this than I thought. Perhaps we need some terrorist contracts.
<taniwha>
heh
<xShadowx>
eh i dunno about 'contract'
<xShadowx>
random terrorist event / eco nut sabotage
<xShadowx>
or kerbal dies his family comes for revenge, destroying a building
<xShadowx>
earthquakes arent too bad
<xShadowx>
kinda sucks the range to unload is 2.5km
<xShadowx>
imagine how many people made rockets and staged early enough that boosters or such wouldve fallen enough to hit vab
<xShadowx>
need to examine trajectory on unload, if over vab by time itll touch ground, boom ;3
<taniwha>
xShadowx: in-atmo range hasn't been 2.5km for a long time
<taniwha>
about 21km now
<xShadowx>
hate stock for its trajectory line, doesnt take aero drag into account -.-
<xShadowx>
ah
<xShadowx>
never knew :D cool
<xShadowx>
still small
<taniwha>
you never noticed things hitting the ground during launch?
<xShadowx>
nooope, i fly IVA and dont see em lol
<taniwha>
hear, not see :P
<xShadowx>
best i get is an RMP camera pointing back at an engine plume
<taniwha>
though I suppose IVA might drown out the sounds
<xShadowx>
RPM*
<taniwha>
RPM is ugly :(
<xShadowx>
i have a few mods that toy with sound in IVA, who knows
<xShadowx>
meh i like it, IVA control
<taniwha>
oh, it has function all right
<xShadowx>
just gfx complaint?
<taniwha>
but its aesthetics are... lacking
<xShadowx>
true heh
<xShadowx>
a lot of stuff id love RPM to show that doesnt yet
<taniwha>
and it removes the good bits of stock IVAs
<xShadowx>
thats up to the iva designer
<xShadowx>
which alot of things lack iva :(
<taniwha>
for non-stock parts, anything goes, really
<taniwha>
things like the stock Mk1 cockpit are not nice to fly with RPM
<taniwha>
especially for little subsonic planes
<xShadowx>
my biggest annoyance with rpm is entirely fixable but im like :|
<taniwha>
that being?
<xShadowx>
changing the pages available / setting default per screen based on part
<xShadowx>
everything gets the same atm ;p
<taniwha>
yeah, I guess that's another complaint
<taniwha>
it essentially makes every IVA the same
<xShadowx>
and so many mods could use a tie-in to rpm, which i looked at once, didnt seem too complex, but no time to experiment :(
<xShadowx>
nice screen to show fuel tanks in the vertical bar + filled to available % like seen on many planes :|
<xShadowx>
RPM accually has a ton of functions/variables coded in that nobody uses heh
<xShadowx>
(for screen designing)
<xShadowx>
on another note - crimping header pins sucks
<taniwha>
I did a lot of IDC stuff with nothing more than a screwdriver and a vice
<taniwha>
(screwdriver to pry the thing apart (I was making null modem cables))
<xShadowx>
i got 8 cables to make, 3 done so far x.x
<xShadowx>
cables for cnc router, so i can carve out pretty things
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