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Fat D

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    Bottle Rocketeer
  1. Precisely my observation, although it does not take a loop to realize it.
  2. Done, though in my experience (and I just tried it), you can scroll past it without scrolling through all of it, at least on Firefox and Chrome for Android.
  3. I did some re-rooting during construction to get the radial attachment points onto the barrels, but that should be all the weirdness. So space station launches in which the construction port is also the port holding the subassembly to the fairing are out? Because that is when the shifted stack parts on the solar/antenna booms happened, as well. This craft file should have all docking ports concerned as leaf nodes before docking, and no weirdness like subassemblies, merges or re-rootings to mess with part order. Still getting strange behavior.
  4. Here is a craft file for construction ports gone really wrong:
  5. Did not notice it was a CRP resource because it is not minable and therefore does not have a file with its name on it. With CRP, it works fine. And I have had issues with sudden shifts as well. One was solar array arms where I had offset an RTG between a diameter adapter and a reaction wheel (because leaving it node-attached without offset created unsightly gaps), the other was with fuel tanks where the construction ports were connected to radial attachment points.
  6. Same here. Might it be that a "Rock" resource definition is missing?
  7. Key mapping should really go by the physical key on the keyboard, not by what the locale's keyboard layout does with it. How does it look on a French layout? Does the first row map to "yaw left, max thrust, roll right" and continue from there?
  8. I have occasional complete reboots while the output_log stays entirely empty (0 bytes in size) when using the 64 bit version (have not tested 32 bit). It happens rarely enough to make it hard to reproduce, but I was just able to film AIDA64 on my second screen and the last measurement before video cuts out shows no suspicious temperatures or voltages, and in fact just loading my system down with Furmark and Aida does not lead to similar crashes, so it might be something about KSP.
  9. Well - there is something appealing about having a base that is completely and forever self-sufficient. It is like a completed project which you can just forget about for a while and then come back to later if you want to. Might be a bit disappointing to find your base dying due to missing maintenance while you were focussing on an 8-year Eeloo round trip. By the way, I prefer the Duna modules over the Scout/Koala modules a lot. Sleeker looks, Karibou integration, choice of landing gear and I even think the MK-V modules look better on it. But hey, more incentive to upgrade to full MKS. Speaking of which, I think I might borrow the "dirt" resource for some private modding. Making pilots the specialists as well, as shovelling dirt seems like a brawn over brains job. It is certainly not rocket science.
  10. I was amazed at how long an aeroponics module, a Kerbitat, a few solar panels and some efficiency parts can stretch a Karibou cab worth of supplies. Personally, what I found most off-putting about mainline UKS is the whole crew efficiency business (which can elegantly be sidestepped by spamming efficiency parts) and the decaying load capacity through machinery wear (which is not really as bad once you notice how slow the decay is and that it only matters after decades).
  11. The modules look quite nice on RoverDude's Karibou - except for the fact that adapting is quite hacky without matching adapter pieces, and the lengths for the KKAOSS modules are all over the place.
  12. Actually, if you go into first-person IVA, the environment suddenly does not look as black as the portrait background suggests. Which seems a bit unprecedented to me.
  13. Great job - this is becoming my favorite rover design base. Just a few things: 1) When using MK3 Spaceplane or Honeybadger cargo bays, the wheels poke through the bottom a little. It can be fixed with a little offset when using the MK3 cargo bay, but the Honeybadger one does not work. 2) What is the recommended spacer for inlining MKS module bases. Not the modified MKS MK2 parts you are hinting at in your preview, but the big landing leg things like the Koala and the two unnicknamed MK2 variants. Something that takes care of the overhanging metal structures, but is CLS-traversable and not too large. The mobile base would fit so well if not for the receded connector nodes. 3) A shame the PackRat does not fit into the cargo bay in its assembled state.
  14. Same on Windows for me. It just does not respect most of the settings.cfg. Audio is at full blast (well, 50%, but it is a loud game to begin with) and scatters are disabled. Interestingly, it runs at the right resolution (and that 1536x1024 resolution is awesome for those like me who like to play windowed on an UXGA monitor), but if I change audio in-game, it plops back to 720p and locks up the UI. Also unmodded, also nVidia, also Steam, but Windows 7.
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