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King Jareth

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    Rocketry Enthusiast
  1. I do use MFS, I'd missed the fact it does thrust correction. Oops.
  2. Seeing as no-one mentions it any more I'm getting confused. I've been running RSS with Ferrams ISP difficulty scaler* in Thrust correction mode only...is this "wrong" i.e. should I not be using it at all? * + DRE, KJR, FAS etc.
  3. I just launched a beast of a rocket with 6 stretchy SRBs on, got to a 300km Ap doing 5km/s then my parachutes exploded re-entering the atmosphere. I could not be happier.
  4. Soooo does this make Deadly Reentry deadly again? As far as I understand the 'problems' with that were the lack of speed and atmosphere depth. (I would test but I cant till the kids are in bed)
  5. In the root kethane folder there's a grid.cfg file that I think messes with this and is per body. But messing with it might mess up other kethane resources. Unless you mean number of hexes containing the resourse, thats defined in the resource definition under body depositcount = and the radius variables I think.
  6. Normally you dont need to point a cfg file at a texture, I believe it uses the ones the model file specifies, and the texture lines in a cfg file are to replace the texture stated in the model with another. So the error might be being caused by ksp getting confused trying to replace a texture with itself.
  7. There could be two resources on planets, a complete coverage generic samples worth low science and a high value targetted information for a more MSL style precision mission worth bonus science? Kethane mod maps are randomly generated with each new save as far as I know so can't be fixed to set locations.
  8. I like the idea of a prepackaged scanning solution like the white remote tech satellite for that mod, but similarly I don't think it should be the only option because part of the fun is building your own solutions.
  9. Modulemanager.dll is not mod specific, the .cfg files are.
  10. ialdabaoth wrote modulemanager.dll other mods use the file he made. If he says you should only have one copy of the file I think you should listen.
  11. Kethane would probably add the most functionality to the mod so I agree.
  12. FYI besides Tek I use RemoteTech, DeadlyReentry, IonCross, AmpYear, KAS and FAR as standard (and Lazor Docking Camera) with ISAMapsat for the funzies and some parts packs of course. Probably why my KSP takes half the week to start.
  13. You know I'm happy to have anything that utilises more EVAs. I meant to reply to this before but was on my phone.....then forgot. I like the idea of having to collect samples at spacific locations, our Mars landers dont drop out of the sky any old place and start digging up the ground (or atleast thats what were lead to believe ) and I think it could make science landings into far more of a callenging thing to do. The idea of scanning a planets surface for Kerbal scientists to find locations they want samples from then you have to engineer a solution to achieve it sounds interesting to me. But I'm just a hobbyist vertex-jockey and know nothing at all of that mysitical code voodoo and how much work this would slam at Teks feet (probably more than I'd think) without basically abandoning whats already been made and making it a mod of a mod if that makes sense.
  14. Yeah I've used some of his dimensions to figure out how much space i've got to play with but it wont help me much for sizing an actual seat. With the .20 part tools I can load (in unity) Squads internal spaces though so I can use that to get a good idea.
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