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smart013

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Everything posted by smart013

  1. What happened? AGAIN a anti-mj thread to boost some mystical "ksp cred"? Not using MJ doesnt make you a good (or god forbid "pro") player. Thats no achievement to brag with. Respecting other peoples playstyles, and refrain from trying to proof to be something better than others... that indeed makes you a better ksp player. So please, please stop this.
  2. Who is Super, and why is it important for the op to be known by him? (honestly, i dont get it. Scott Manley, yes, thats a householdname, but "super"? I know Frank, Christian and Eleanor but who wants to know this, and why?
  3. Any idea when the next version will come out?
  4. Again someone made the same error and used the wrong install zip. Check this out: Hey, speedyb, check this out
  5. Hi .. i really like this mod, but there should be something implemented that restricts the content changing ability for the time in the vab (and maybe on launchpad). Right now you can change and reset the amount of food & co. in flight, and cheat yourself. Yes I know, nothing stops me from just dont do that, but it just doesnt feels right
  6. Nice tip with the warping, thanx. Whenever i do this myself i have to really, really make sure that the relative motion of both vessels is near zero. Even a bump from a eva kerbal can trigger this cycle of getting out of control, so these maneuvers are always very stressfull But its possible to get it done and be safe. One of my stations has a permanently connected (20m) probe now for some kerbal months, and no tendency to spin out of control there. Ok, granted that a little vessel connected to a large vessel seems to be a bit easier anyway than two mostly equal sized vessels.
  7. Thanks for the reply. But what about mods that are getting more and more *essential* for keep playing ksp - at least non stock? Mods like advanced texture managing or load textures on demand are more and more needed to keep ksp afloat with a "basic loadout" of mods. Ok, i believe you can say that the mod community solves the problems itself has created, but the alternatives in texture & memory handling that are presented here could very well seen as something that urgently needs to be stock - short of going fullblown stock 64bit. Something we all know can easily be 2 more years away. (Yes, i know of the unity5 64bit experiments, but i dont think that this will be a stable solution for everyone anytime soon) Edit: with basic loadout in mods i mean these from where it is very hard to go back stock. EVE comes to mind,KAS, FAR maybe too.
  8. I come here with a kind of luxury problem, but one that makes me really wonder. Whenever i edit some ir part into the KAS config, so that i can - theoretically - store or grab them, maybe reattach them, it never comes to this because the moment i grab the part it (and everything around it) explodes violently like some kind of unstable nuclear stuff. Its one of the rare handling things in ksp - that i experienced - that will always (!) kill the kerbal involved ... and often everyone else too. Why is that? I would understand if a part that i grab (from where it was installed , or from the KAS storage) fails to work as expected when attached. Or even cannot be attached at all. Still fine for removing it from the part count. But why this mayhem when grabbing it? :-O Maybe i can fix this somehow? Needless to say fantastic mod.
  9. Beside ATM, and if you really like smooth playing with full textures and less and lesser memoryproblems you should give this one a try: http://forum.kerbalspaceprogram.com/threads/73236-WIP-Loading-textures-only-as-required For Windows its really great in combination with ATM. Lots of mod, and the game ist still going strong (and fast)
  10. I wish there will someday be someone that develops a mod that stops the player worrying about what others may think or say. Some kind of XVM antidote But of course there will be multiplayer, so that is that.. *sigh* But if you really want to get hooked ... try KAS (kerbal attachement system) ... suddenly your kerbals on distant planets can use their spare time (and spare parts) to fiddle around with their ships and bases, build things, pump things, mine things, explode things ... your game will never be the same heavenly stock hey-mom-look-what-pancake-i-shot-into-orbit-mom?-moooom?? experience again
  11. Whoa! Ok, you were right, there *was* a error on my side, and now everything seems to run just fine. And fast! Great mod, really hoping you keep up the fantastic work.
  12. Hi, I really try to get this mod working for me but whatever I do I get error along the lines of this one: I run KSP on Win7/64 with Working DirectX9/11, .NET Framework (at least working everyelse than LOD) and vcredist_x86.exe installed. Last Time I checked Direct3D 9.0c [nvd3dum.dll 9.18.13.3788] was already installed in System32 (C:\Windows) and SysWOW64 (C:\Windows). I dont know if this is important but a filesearch found lots of other Versions of nvd3dum.dll in the FireRepository like for example [9.18.13.3489]. I am no coder, so sorry if this is redundant info. I really dont know what to install / do to at least get your beautiful mod running. And every help to run KSP better would be highly appreciated
  13. I have a question for warp-travel with the alcubierre drive. Since your DV State is conserved when travelling under warp i tried to figure out how to calculate the direction and DV BEOFRE travelling to the selected planet. The Idea was to orbit the Warpship at home nearby a powerful enough Transmitterstation, burn the necessary DV to correct the difference to get near an orbit around the destination AT HOME with the power transmitted and then use warp to get to the other planet and hopefully only need small corrections. My Transmitterstations around Kerbin are more than capable enough to burn the potential 10-16k DV, but if i`m already at the destination the received Power there is rarely enough, or not in line of sight and so on. Of course until now i failed miserably, and needed to pack antimatter and the reactor/engines into my ship to burn the resulting dv differences. So ... how to calculate in a high orbit around kerbin WHERE to aim for the burn and HOW MUCH to burn for the right vel inside the target orbit / near orbit? I`m horrible at math, sor right now you are my only hope
  14. Thank you very much! Very enlightening. I will keep an eye on the snacks
  15. Hi, some questions from using it right now: One of my space stations has room for 37 kerbals, meaning there are a lot of different capsules, each with their share of food, oxygen and so on. But right now there are only 2 kerbals on board. Now it seems that every capsule on the station consumes its share of ressources, not only these two kerbals. Is this right? I have no experience with taclife so its possible that i misunderstand something. Additionally i see no difference in the rates of consumed goods and the display of remaining time in the taclife info, with or without the greenhouse. How can i check if the greenhouse works as intended? Shouldnt the ressources stay more or less the same? Sorry for the dumb questions, but the concept of potential starving kerbals is also new to me
  16. Hey, bojangles. Had the same problem; you need to install from this file https://github.com/cerebrate/celss-greenhouse/releases not from the one you can "download as zip" from this page https://github.com/cerebrate/celss-greenhouse its a bit confusing for non-coders like me that like to get idiotproof downloadlinks :-)
  17. Hi, first - for me this mod is the best of the best. Really. Makes KSP so much more playable on my rig. Thanks for that! One Question: i use KSP Interstellar, and your mod on aggressive. Is there a way to exclude the IVA View of the Interstellar Science Module from compressing? Right now there is nothing left to look at after its compressed, way too blurry
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