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Carcharhinidae

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  1. hey Taniwha, first of thanks for keeping up this mod! it's become a staple of my KSP builds along with a few others. with that said, after the last patch (if I remember correctly it did work with 5.5.0 for 1.2) newly built probes do not seem to fulfill the 'newly built probe' condition on the contracts to put a probe in, say, munar orbit. is this a change or am I just remembering things incorrectly?
  2. I got here from the KSPI thread with a question. I'm using the version bundled with that mod and also cannot find a fuel tanks tab. I can't quite find anywhere in the files which version of filter extention it is, but it seems to have been pulled yesterday (13/10) around 9 PM. o-kay. I'm also seeing inconsistencies. it seems to work in the SPH and after visiting it in the VAB? at least for new rockets it seems. hmm.
  3. Hey freethinker, I don't think I've chipped in here before, but I really enjoy the updates you keep for KSPI, I've been using it ever since it was first released, and it's a big part of my modlist for any version! that being said, and because I can't find a proper thread for it, do you know the people behind the filterextentions module? it seems to be the mod that expands and changes around the categories in the VAB that you package with KSPI. because I can find not a single category with fuel tanks. have to go into the advanced filters and filter by liquid fuel to find them. aand then you post something just now where i should ask this. silly me for reading it without realizing.
  4. okay, I have no idea if this is still valid, since I tested it with 1.0 two days ago, and there've been a number of updates. but the suicide burn information seems to not take into account ground height. I was trying to land on the mun and thought I'd try it out, ended up crashing into the ground despite starting a good 20 seconds before engineer told me to.
  5. wow. tomorrow? I would be ok with waiting for a week, thanks for keeping up this great mod!
  6. as for the deleted models. you could take them from the old KSP version and package them with the mod as a temporary measure. I wish I was any good at modeling to help, but I'm not.
  7. wow, this looks really promising. and a lot more like 'my kind' of fun life-support challenge then most of the others.
  8. whoa... already updated! that is impressive. I haven't played much since 0.9, but with 1.0 I'm raring to go again. and this mod has been one of my standards since fractal released it way back.
  9. Taro8, we already had that with various other mods like kethane and karbonite, and with stock KSP now having added ore to asteroids, I would assume it to tap into that, and it already had a parts workshop when I last played (been a while, but still). Taniwha, wow, thats awesome! thanks for keeping up with mods like this one, they realy add a new dimension to the game. ^^
  10. KSP Version: 1.0 windows 7 x64 What Happens: after a crashed flight (capsule overheated) the science junior bay survived the impact and kept rising through the atmosphere at a steady 0.4 m/s. Mods / Add-Ons: All Stock Steps to Replicate: I have not yet tried to replicate this, (been watching to see where the science bay is going) but it happened when the craft flipped around on re-entry, overheating the command pod. it exploded, and a science junior bay and a service module with two mystery goo units in it crashed vertically into the terrain, with the service module first. to my surprise the science junior bay survived and has been rising slowly but steadily through the atmosphere since at 0.4 m/s. Other Notes/Pictures/Log Files: 2 images showing the steady rate of ascent, the output.log file and the .craft file. https://www.dropbox.com/sh/yw4q6gg378mopuj/AAAnM9R3DsTaMwqR0J5eQmJ1a?dl=0 The impact of the craft in the output log file is around line 15823 (yes. 15823. notepad++ sais the total file here has a massive 870469 lines. side note: HOLY FRAK, 30 MB .txt file for output. log, and since then, the one in my KSP folder has grown by 10 MB EVERY 5 minutes. now I'm curious what is going to happen here. side-side note, IT IS WITCHCRAFT I TELL YOU.
  11. keep it. so people won't need to have MKS to get the ore for EL. maybe make it a seperate (optional) file?
  12. I am not 100% certain it'll work straight form the gamedata folder (I'll test later, once I'm done packing for holiday), but it'll certainly work from any random folder. if you want to keep it near where it's relevant. put it in Extraplanetarylaunchpads or umbra space industries. but the location shouldn't matter.
  13. err.. ship the rocketparts up to your constrution site? or, as has been discussed in the last few pages, use MKS and a Modulemanager file! (which I will now shut up about. don't want to spam about this)
  14. I'm certainly planning to use this mod to make a much more complicated resource system, but i'm not going to have the time in the next few weeks. my plan however was to have several different forms of karbonite out there (gaseous, crystlline, liquid at least) with different conditions under which they could occur and different uses. maybe treat karbonite a bit like the manganese nodules theyre using in some of the deep-sea mining plans.
  15. or make it an optional file addition? the intent is for this to be fairly modular, right?
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