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Random Tank

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  1. Wait... So I got told you can't add custom terrain with Kopernicus, but there is the Planet Factory Revived Mod and that config for Enceladus that both do... So I'm guessing you can? Well, in that case, I refer back to my old question; What would I do to add the old planet Kopernicus back into the game exactly like it was? I understand how to make a Duna copy, then give it Laythe's Atmo, but what do I have to reference to give it Mars' Heightmap and terrain? Obviously you must be able to do it, but I'm just not sure exactly what you have to do...
  2. Well I suppose I worded that wrong... I mean that if you've been trying for a encounter for one planet, and picked up another instead... I've had it happen with Jool a couple of times when shooting for Eeloo, but never with Kerbin when shooting for Eve...
  3. I was trying to send a spare satellite I had around Jool to Eve and was wondering why my maneuver node path kept disappearing... Anyone else had this? Having the Mun or Ike get in the way is common, but have you ever had a planet get in the way when going interplanetary?
  4. Really? He said in a stream that him and some of the other team members had got used to calling it 0.9 Honestly, I wouldn't care if I got it a day after release... 0.9 looks fun and all, but my 0.25 mod save is even more funnerer; plus, I'm really patient 0.9 for this update is an applicable term because 0.9 Beta is different to 0.9 Alpha; they don't mean the same thing. If calling it 0.9 meant I get it 1 day or 2 weeks later (which it won't).... meh Also, you've both got glitches in your quotes
  5. I'll call the update 0.9 if I want... Maxmaps has on Squadcast streams, so why can't I? I like these new building models... I also like how the 1st level Launchpad is just a circle of concrete on the ground, and the runway is just sand like the Island Runway... Nice touch
  6. And people say the NASA Engines aren't OP.... I'm glad I nerfed mine, I felt bad using them. Also, it's not necessarily that the KW Engines are weak, more that they are balanced with the engine stats from 0.23... Which, you know, didn't have lifter engines with nearly the same efficieny as Vac engines. I'd love to see you get 22km/s of dV out of a KR2-L though... Or even 25km/s out of a NTR! Every engine has a max dV, so you may need to factor that into your calculations; also, are you factoring in engine and tank weight into your dV calcs? Just making sure you get it right, this is a useful chart.
  7. I've been using Kopernicus for a while now, basically for the extra planet, and have only very recently updated to the newest creator version; I have to say, it's super simple and easy to change what you want, great work! I moved Hodor to orbit Jool inbetween Pol and Bop, with a bit less inclination than both, and I was very happy with how easy it was and how I could change pretty much whatever I wanted. What I wanted to know though, could I re-add the old Planet Kopernicus back into the game? I can set up a new, copy of a planet, and I know I would just use Duna as the template, but how would I change it's atmosphere to copy Lathye's? Also, which files and what lines do I have to write in to access the old textures and height-map for Kopernicus (or Mars to be precise)? I'm not entirely sure what I need to write to do that... Thanks for any help
  8. Actually, just checked on the Tech Manager thread, found out you need to Press Alt+F7 to make a new list appear, where I could select this tech tree... thanks for the help!
  9. Okay, I hate to ask this, but I can't find where to put the "tree.cfg" folder... I had a look back through this post to find an answer, but I couldn't see one, and I've tried putting it in a few different folders to no avail. Where is this "Career Directory" the README says about? I would assume it meant the folder where the persistent is, but even when I put it in there, Tech Manager only lets me choose the Stock KSP tree... What am I doing wrong? (and yes, I do have Tech Manager in the GameData folder)
  10. TWR of 39.369 (more than the already OP KR-2L's 39.206), same efficiency as a KS-25x4/Mainsail, and actually gives more dV than the KS-25x4 because it's lighter? Nahh.... Thanks, but the game already has enough OP engines, doesn't really need a new one... EDIT: Oh, and one more thing; 2800kN is not 75% of 3200kN, 2400kN is. But even that amount of thrust would still make the engine have a higher TWR than the KS-25x4, when really it should be a lot less...
  11. Supposing that 0.90 is going to fit previous updates's timescales (as Max has said more than once) and 0.25 spent a tad over 3 weeks in experimentals, it's not going to be here in less than 2 weeks. Also you have the Christmas Holidays coming up very soon, which will delay any work being done; so I'm thinking it's very likely that 0.9 will being coming out early January, so don't get too hyped or that wait will take forever...
  12. Ohhh right, I see, was looking in the wrong place Thank you very much!
  13. Oh cool, so can I use that .cfg to edit Sentar's orbit? If so, that's awesome... where do I put that .cfg? In the PlanetFactory folder in GameData, or in its pluginData folder, or... what? I really wanna use that!
  14. Currently? 39 active vessels, but that's a nearly useless figure... Depending on how much I could get done, in 1 or 2 days I could have 45 or 31... Currently have a ScanSat around every planet apart from Dres (6 days out) and a 5 pack headed to Jool (256 days out). Stations around Kerbin, Eve and Pol, 2 surface bases on Pol, and assorted probe/kerballed mission headed to or arrived at every planet apart from Duna currently. i5 2380P @ 3.1GHz 8GB Ram @ 1600Mhz Gigabyte GTX660 Ti 64 Bit Windows 7 32 bit KSP (with OpenGL)
  15. I have a few spread around the Kerbin system: A lonely Lander around Ike. Abandoned Transfer Stage around Kopernicus (mod added planet) A probe left on Eve (that apparently wants to float above the water...) These are only a few, I have some more probes and landers left around... They have actually been there considerably longer, just the MET's were reset by a mod at some point...
  16. I do love mucking around with planet orbits, but I wish it could be more permanent, as won't all planet's orbit's be restored when you restart the game when using hyperedit? Does anyone know a way/mod that will let me keep any changes to orbits? That'd be awesome Oh, they have their own website, link here
  17. Yeah, I'm thinking this too... I have 73 mods (currently) and my KSP idles on the Space Centre screen using 1950MB of RAM... You tried -force-opengl Pecan? Also, most of those mods aren't very RAM intensive, only part mods are usually... I voted for Navball Docking Alignment Indicator, as (as said earlier) RPM has stuff like that built in, and it's not too hard to learn how to dock in stock, and when you can, you don't need that mod... But it won't change much. I wouldn't delete RPM, as if you IVA fly (which it looks like you do because you have Probe Control Room) it gets a lot harder if you do. Honestly you shouldn't need to get rid of anything, what's actually happening? Crashing on start-up, or when you revert/return to space center? Also, wasn't ATM unstable for 0.25? You tried KSP without it?
  18. Arrrr I forgot about that! I think it should be February the 29th, just because that will probably be the unluckiest day of the year, so i'll be glad that it happens less... Wait, it's night in space? Does that mean we can land on the sun now???
  19. Whoa, a ship that big must have tons of parts! How was your frame rate?
  20. You still haven't answered the question... Does this ship have a kerballed Capsule, a Probe Core, or both?? As I said earlier, the capsule doesn't use electric charge, but its reaction wheels do, and SAS will use these to keep the craft stable, so using electric charge even if you aren't turning the ship; but as someone else said earlier, the ship can't rotate during time warp, therefore the reaction wheels can't function, and (I assume) you are using a capsule, they don't use electric charge, so that's why it doesn't use charge while time warping. This isn't stock behaviour. A capsule does not require or use electric charge, so it will still be controllable when charge is depleted; the only thing that won't work is its reaction wheels, so you wouldn't be able to turn the ship without RCS. The only reason why you wouldn't be able to control the ship is: You were still time warping; the capsule had no kerbal in it; or you have a mod that changes this behaviour, as in Stock 0.25 that ship would still be controllable.
  21. You didn't really answer the question here... Right, this is entirely dependant on if you are using a probe or a kerballed capsule. Probes consume a small amount if electric charge all the time, they need it to function, and as soon as it runs out completely, the probe shuts down and you can't control it anymore, it's dead. Capsules do not require electric charge to function, and therefore do not consume it; if it runs out, they don't care, you can still control everything on the ship, apart from one thing. Both probes and capsules have reaction wheels, which is the most common method of turning the ship, but these require electricity, and once it runs out, these can't turn the ship. So on a capsule that has run out of electric charge, you can still change everything and throttle up and stuff, you just won't be able to turn (unless you have RCS); on a probe though, nothing will work and it's dead. These only apply when the ship is in focus though, if you go into thre tracking station and time warp, no ship will consume any electric charge, as they can only do that when in focus.
  22. I have Windows 64 bit, but I'm running 32 bit KSP. I know, 64 bit is super buggy; I am using -force-opengl, but this mod worked fine for me in 0.24, it's just when I switched to the v1.1.0 for 0.25 it broke,
  23. Added a feedback entry to the bug-tracker as requested Starstrider42, see here. Any help is appreciated!
  24. QFT x3, though a de-frag can work wonders. Unfortunately, Anti-Virus' use quite a bit of power, but that's a necessary evil; the best thing is just to keep you computer clear of programs you don't need, and shut down ones that don't need to be running at the time. Just as example, a friend of mine has the same PC as me (apart from graphics card and power supply), but because he has so many programs running in the background, his PC uses 2.8GB of RAM when idling, but mine only uses 1.5GB... He's had problems running some games just because of this... Or yeah, you could do that here Disclaimer: It's a joke
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