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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