Qwarkk

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About Qwarkk

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    The Clock is Running

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  1. On the topic of KCT and time, Im using your 'Editor Time' modlet, but noticed that while time continues in the VAB, KCT doesn't. This kinda screws up the ETA predictions from KCT depending on how much time i spend in the VAB/SPH. Is there potential to make these mods compatible? Perhaps an option for KCT to have the build times run down while in the VAB/SPH? Edit: Just seen that once I leave the VAB/SPH, KCT auto-updates the build times to account for time spent in the VAB. Forget I said anything.
  2. Nope, I dont use either.
  3. Hi Linux, I too am having an engine fail every single launch. But yesterday I had an engine failure during a burn at geostationary altitude, as far as I'm aware this mod limits failures to take place within the atmosphere? I will edit this post to include an output log when I am home.
  4. Using SSRSS, a 'day' is 8 hours long. Is there a way to adjust KCT so that it will be compatible?
  5. Are the days in SSRSS supposed to be 8 hours long?
  6. There's this thing you can do with a Sharpie pen, baby oil and talcum powder which makes anything you draw on yourself last for around a month. I forget how it's done now but I'm sure a quick google would tell you. I had a pretty simple tattoo idea a while back so this ^ is what I did to test it. 3 weeks in, I hated it and all the questions people asked about it (it was a symbol from an unknown book so no-one recognised it). Dodged a bullet there.
  7. Is there a place where handy info such as DeltaV requirments / solar panel efficiency / synchronous orbit heights / distance from Earth to each planet is?? Thanks.
  8. Hi guys, looking at finally investing in a gaming computer so i can actually launch rockets without watching a slideshow. Trouble is, I know very little about PC components. Some quick background: KSP is the main game I play, and i want the PC to run a heavily modded save and launch 200+ part rockets without breaking sweat. I also want the pc to be pretty quiet. Audio quality isn't a priority. Budget is around £700 for just the PC. I'll purchase the monitor/keyboard later. I'm currently building my own pc on PCSpecialist.co.uk (is this recommended, or should I be buying a ready made PC for my first time?) and have the following set up of components: Intel i5-6500 (3.2Ghz) quad core processor ASUS H110M-R motherboard (the motherboard is the thing i know least about) 8GB Kingston dual DDR4 RAM 2GB Nvidia GTX 1050 graphics card 1TB WD SATA harddrive 450 W power supply (will this be enough to power it all?) Corsair H60 Hydro liquid CPU cooler (liquid cooling is quiet right?) Standard thermal paste (never even heard of thermal paste) Standard audo/wi-fi/usb options no operating system Logitech speakers All comes to around £700. Is there anything i'm missing? And are any of these components too powerful / not powerful enough for this setup? Appreciate the feedback / recommendations.
  9. Are there any tutorials for using the SRB thrust-curve GUI? I'm struggling to get my head round it. I'm looking to make my SRB's produce close to full thrust for around 80% of their burn, but then lose thrust over the remaining 20%. So far the thrust begins to fall away too early with any curves I've made. Appreciate the help.
  10. Thanks for the suggestion - I'll give it a go
  11. I had a quick idea for a mod similar to Kerbal alarm clock, but instead of the mod alerting us for user-inputted events such as maneuvers, it will alert us over naturally occurring events. The idea spawned because I have a probe in a highly eccentric orbit of Kerbol, with it's apoapsis out beyond Eeloo and its periapsis closer than Moho. Basically, i think it would be awesome if while i was playing the game, i could get alerts when this probe is about to make a close pass to any of the planets. Kerbal alarm clock will send out an alarm for a closest approach to a single target, I'd like alerts for closest approach to every planet. Expanding the idea a little, the mod could alert us of eclipses, planet / moon alignments just so that every once in a while, you can switch over to a vessal just to watch the kerbol system being epic.
  12. The mod is falling over with the Anomaly surveyor, Spacetux (rover missions & unmanned) and random contracts from the KerbinSpaceStation contract packs. These packs don't really use parameter payouts so no issues there. I have tried to write an MM patch to remove rewardFunds from these packs but i have very limited experience with patching so it didn't work - never too late to learn though.
  13. I'm using monthly budgets in a career save alongside multiple contract packs. I have to option to remove contract rewards active however the mod isn't applying this to all contract packs successfully and it basically makes the mod pointless (these contracts have big rewards and practically double my budget). Does anyone know a fix / is anyone good with patches to make a general patch to remove reward funds? Thanks.
  14. Been waiting for this one. Thanks Linux, you're awesome man.
  15. I like this idea, although one problem would be that persistent save files / part config files are too easy to modify and cheat with in a multiplayer situation. Also I think the milestone comparison would be awesome if KCT was a standard mod.