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    Kerbal Warp Engineer

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  1. Hello, I've recently gotten back into KSP after a long hiatus, and have been incredibly pleased to see Nertea's mods still kicking (and updated to boot!) I've installed KA along with a few other of Nertea's mods and I'm having a spot of trouble figuring out how to use those advanced SSTO-facilitating nuclear engines - they overheat and explode within a minute of ignition. I don't think that's part of the design intent, and I've been trying to figure out what I'm doing wrong. I am sure it's a simple thing but I am not going to space today and I am not happy. I am steadily combin
  2. I use MechJeb, and don't enjoy KSP without it. I've played long enough, and piloted enough launches, that I prefer to design the rocket, tweak the variables, and let the system fly the simple stuff like ascent, maneuver nodes, and the final docking alignment stages while I do other things on my monitors. Makes me feel like a Captain, not a helmsman. Also, I find tweaking maneuver nodes for certain intercepts to be awkward as hell with the current GUI, so I prefer MJ on that point too. For the stuff MJ doesn't quite do well, I can easily take over. I still get a laugh when an experimental
  3. If you get it done, you get it done. If you decide not to, no worries. 'Tis volunteered time, not a political posting. You could also start a kickstarter for a padded helmet.
  4. Ah, so you too play MechWarrior Online, eh? Talk about a toxic community. "Fix old, not new, but don't forget to add new and get rid of old". The only thing I want from Squad, now that the game has been released as 1.0 and ostensibly "feature-complete", is that they do not add or subtract anything substantial (game mechanic-wise) from the product I paid for at launch. I appreciate post-launch performance improvements, or the creation and release of DLC to expand the gameplay experience, but I am very weary of ongoing development in games where core game mechanics could change after the fi
  5. Glad to see the autosave update. I usually manually save religiously after every mission, but sometimes I forget, I play a bit, something crashes (or entire starships go missing) and I have to start over at an earlier save. I personally don't care about IVA or IVA-related features as I never use them, but it's a neat idea and I hope it succeeds. I just hope it doesn't cost a lot of performance.
  6. I'm not at home, but I will check when I do get home because I was wondering the same thing... Could it be a 0.625 to 1.25 m fuel tank adaptor? /Also looking forward to a 1.1 version of this mod, if ever Porkjet decides to abandon the toil of SQUAD and rejoin the toil of modding-for-free
  7. This is probably the most informative thing I have ever read on KSP. A+++ presentation, would read again.
  8. Those SSTO's look fantastic!! /what did I do in KSP today: dispatched spies to steal KerrMu's spaceplane designs /what will I do tomorrow in KSP: strap some antimatter-catalyzed engines on those babies for heavy-haul capability goodness /what I will do the day after tomorrow in KSP: attend remebrance ceremonies for the loss of the KSC after a catastrophic antimatter containment failure
  9. I agree. My favorite feature of KSP is that it feels like a space-LEGO game, where there are just enough rules to make it feel like an abstract (or conceptual) space simulator, but not one that is bogged down in too many details in an attempt to make it too realistic like a true simulator (or CAD program...) I like that I can build rockets that would never really get off the ground IRL, or spaceplanes, or starbases, or land craft which have some questionable design choices, but that still...do... because they're "close enough". To me, that freedom added to my enjoyment of discovering the basic
  10. For a start, any larger versions of parts I see players needing to spam (assuming Tweakscale isn't used) such as the aerospike engine, ion engine, NERVA, air intakes, RTG's, etc. Just to keep part numbers down. I personally would like a part like a hinge or collar that lets me rotate a part 90 degrees (or more), so I can turn aft-facing engines into VTOL engines and back again as I land gravity-designed craft on certain bodies. I'd like the inclusion of a fission reactor, of whatever size, for deep-space/planetary base operations. As long as the mechanics are simple; i.e. using the
  11. Hi Profit! Thanks for the reply and for your helpful diagrams. Not that I want to monopolize the thread here, I just to make sure I'm being clear about my issue, it's not restarting the reactor, because I can use a couple of XL panels and a supercapacitor (or just use HyperEdit and force a Megajoule recharge.). This makes sense if I shut it off to save fuel or if it glitches on timewarp. My confusion stems around how the reactor starts up fine on load at the runway, runs at full output in airbreathing mode (then internal fuel), then with plenty of waste heat capacity left ove
  12. Edited: Darn, starve out still happens, but for no (obvious) reason. One question: is it by design that the fusion reactor needs 1.5 GW of power (at 3.5 m), but the generator only produces 1.46 GW? Too annoyed to continue tonight, but thanks for the help, all.
  13. Alrighty, Jeb and the guys got together and slapped some additional glowing bits on the test plane, to no avail: In each case, the craft didn't even get to ignite the engines before getting that warning/everything not working. I've also determined that it happened in the previous post when I cut throttle and tried to restart. I'm going to copy over KSP into a second folder, blow away all the other mods but keeping the same save, and see what happens...
  14. Ha, no I'm not using FAR. I'm sure it's a nightmarish design in some eyes, however I the CoL is just slightly aft of the CoM and actually lifts/lands quite well... Yaw authority needs work, I stopped refining it when the reactor starting bugging out. I think the radiators are stock, difficulty is I just started playing KSP since the most recent stock updates, so they are new parts to me... I just find it odd that the fusion reactor works great until orbit, then the actual *numbers* bar for Thermal Power and Charged Particles reads full AND zero... AFAIK, at that point in flight I still ha
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