Alex33212

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About Alex33212

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  1. I guess I meant a station or such that used something like Extraplanetary Launchpads to build vessels from shipped-up parts. It was kind of a offhand idea anyway.
  2. Tentative idea for a new category: Constructor Vessel: A vessel capable of assembling another vessel.
  3. How would I go about removing the racing stuff from the mod (on my end)? I'll never use it, and I feel that it would give a (small) performance boost. Should I just delete the files/folders for the relevant statics, or is it more complex than that?
  4. Is it normal for the W88 to detonate mid-air after being "fired"? EDIT: After looking through event logs, I've found that it surpasses it's g-limits and detonates. Will experiment with turning part g-limits off.
  5. It would be nice to see some non-MIRV (similar in operation to the existing BDA explosive warhead) nuclear warheads. I'd think .625m, 1.25m, and 2.5m would be good sizes. In addition, the fixed warheads could have configurable yield, with corresponding variable cost & mass, as well as a thermonuclear option (which would be even more costly) for the 1.25m and 2.5m. Also, some conical re-entry shields, in 2.15m, 2.5m and 3.75m sizes, would work well. The re-entry shields would look something like this (dark segment is shield, white is base): EDIT: Something I noticed: in the VAB or SPH action group editor, there's an option on the various nuclear bombs of "detonate". However, when this is assigned to an action group, and then said action group is triggered, nothing happens. I've also noticed that the "detonate" feature is absent from the RMB menu in-flight.
  6. And PartTools allows one to do that by...
  7. How does one use this IN their IVAs? All the models in the dl are .mu, which can't be loaded into unity.
  8. I've sent the PM
  9. k. Thanks for helping me and being patient!
  10. Even with a cuboid, the error persists.
  11. Niether of those seemed to work. I'll try a different model.
  12. I'll get the screens
  13. I'm trying to dip my toe into making mods, but I'm being hindered by a big problem: KSP refuses to load my parts. Looking in the debug window, it seems to be because my collider's tricount is above 255. I say seems because this error occurred even when I used a default box collider, which has 12 tris. Any idea why this may be occurring?
  14. Immiburn(1) n. A burn that is combination ascent and orbital insertion; typically due to a low second-stage TWR. Immiburn(2) v. To perform an immiburn.
  15. My game consistently crashes while loading with an out-of-memory error. I installed ONLY RO and RSS (and dependencies) via CKAN on a 1.0.5 KSP install. Example log: Any support on this would be appreciated. If more information is needed, please ask. NOTE: A 1.0.4 install running RO, RSS, and additional mods works fine.