Jump to content

Luke Skycrawler

Members
  • Posts

    18
  • Joined

  • Last visited

Reputation

5 Neutral

Profile Information

  • About me
    Curious George

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. It's there on the Wayback Machine site. https://web.archive.org/web/20160430022558/http://www.kerbalmaps.com/
  2. You also have to factor in that Nukes use only liquid fuel so you can omit half of the fuel load if you use Procedural Tanks.
  3. Click on 'Show more' at the YT page for the vid and you'll see this link to his mod list. https://www.reddit.com/r/SWDennis/comments/3t0xyh/my_mod_list/
  4. The small hardpoint decouplers works well as launch clamp extensions, Kerbal Attachment System mod also has an explosive bolt for the same purpose.
  5. Probably the same people who'll buy a bottle of water from a vending machine when there's a water fountain right beside it.
  6. Same thing the Mun is made of. It's cheese of course, quite tasty too from what Wallace tells me.
  7. After a clean install the only problem I had was a total ship destruction coming out of a map view to camera view screen, but I was in deep space and at 10k time warp so that's on me. And it did freeze on me once but that was using MechJeb to Auto Execute a Duna plot, after like 30 seconds or so I brought up Task Manager to stop the process. The biggest problem I now have with the game is that now one second of game time really is one second in real time, much less wiggle room and time to prepare. fwiw, this on a 3.0GHz i7, 6Gb RAM, GTX 460 GPU and the game on a secondary drive SSD
  8. There is a setting for ship labels, can't be changed in-game (would be really nice if you could) but only at start up.
  9. Well d'oh! Having no issues at all re:exploding landing legs after a fresh download and reinstall of 1.1.2. I had thought The Patcher which I'd read was now working would update to 1.1.2 but it didn't or doesn't and I updated both patches to 1.1.1 and didn't notice until I glanced down at the corner of the screen earlier today.
  10. So I cleared out the Game Data folder of all mods (Squad folder remains) and the landing leg explosions still happen for me, on my first attempt it even destroyed Kerbin! Second attempt I removed the science bay and it was just the Mk1 capsule, Mk 16 and 2 radial chutes, small battery, heat shield and 4 micro legs. At 4 m/s the heat shield and legs were destroyed (in that order, plenty of clearance between the two) and Jeb got to enjoy another 30 second flight before he went poof. Same exact results with the LT-1 landing legs except for no joy ride..
  11. On Kerbin with the Mk1 capsule and science bay. It worked in 1.1.1 and I'm talking instant total destruction with no remains but a crash report. Keep the legs up and bounce once off the heat shield and it's OK. edit: this with mods of course but not many (joint reinforcemnet being one), just my first test run after this second patch to see what happens with them. And just to add my input about crashing, I haven't had that problem in a long long time.
  12. Those too? Add the LT-05 micro legs to that list, touchdown at 4.5m/s and poof!
  13. Yes, it's quite annoying and it's surprised me this is the first anyone else has complained about it, at least that I have found as I've been prowling the forums for this issue looking for an answer. My only solution to keep asparagus stages symmetrical is to go ahead and build as usual to get my CoM and CoL where I want them, and this is where I'd usually separate the stages and place the Seperatrons and chutes, but now I'll use 4x of the cubic struts as placemarks and then I'll go to 1x and grab what I want to place and then Alt copy and place the rest one at a time. PITA...
×
×
  • Create New...