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Gecko99

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  1. @toadicus thanks for keeping this mod alive, Brother! Needed for nearly ALL my larger ships! Much Appreciated! Regards The Gecko
  2. Hi Guys I would like to motivate that Wave revives this version for 0.90 - I really don't want to have to go back to the "heavy" version of this mod. Anything would be much appreciated. Regards The Gecko
  3. HI Rover Quick question bro - the large ducted fans, how do I reduce their atmospheric curve some? Im using them on my VTOL SSTO and when im landing on a mountain even 1000m up they dont produce enough thrust to hover... am i doing something wrong? Im not doing anything with hover mode etc, just trying to get enough thrust out of the Large ducted fans to land - example - Kerbin mountains next to KSC i cant land at bec they are a few thousand meters up and the ducted fans wont work at an appreciable level up there. Any suggestions as to how to make them less aggressively atmospheric density dependant? Regards The Gecko
  4. Couldn't agree more! Im interested in the radiation belts being another hurdle to have to deal with in the game play, like shielding the crew compartments against radiation, but it doesn't need to be overly complex... There's a reason why x3 and the sort never took off for everyone - too complex, and not everyone gets massive pleasure from conducting a cosmic orchestra of networks and economy, but something more visceral and playable (ie : KSPilite ) is alot easier to grasp and fundamentally very much the same! just my two cents worth Regards The Gecko
  5. Hi there Im guessing that your satellite has enough battery capacity to transmit everything it receives from the solar panels? Assuming this is so, there needs to be a receiver pointing at the satellites general direction, and there needs to be line of sight, the hassle there is when the satellite goes behind the Sun, then you get no power, unless you have relays. So assuming you have done all these correctly, there will be additional power to the network, but not a huge amount as about ~50% of the power bleeds away over the distance. If you're interested, use Near Future Solar's giant OKEB 500 pannels and move the satellite really close to the sun, like 140 000 km, you'll get huge power and its all for free Regards The Gecko
  6. Hi Fractal To date, I have been unable to combine a thermal turbo jet with a precooler to get anywhere near 2000m/s While I have heard this is possible, I am yet to achieve it, is there something i am missing, or something im doing wrong, standard set up is (in order from front to back) Sabre M intake, sabre precooler, microwave receiver/reactor, thermal turbojet. This far, as soon as i get over 1100m/s the overheating starts and usually by about 1400m/s the engines have shut down. Any thoughts or comments would be appreciated. Regards The Gecko
  7. Hi Wave Please Bro, whatever you do, don't let KSPI-lite die... I can't go through another massive mod change and this mod has been the core of my space program with its microwave power system and the hugely increased playability that is offered here as opposed to the original version of KSPI. So big thanks and keep up the awesome work! Regards The Gecko
  8. Hi Guys I have just done a fresh install on a new game download and I have found that my interstellar parts arent happy... particularly my plasma engine doesn't wanna use anything but liquid fuel - so what am I doing wrong to cause this or have i installed something in the wrong order? Fresh install, using a few other mods, which all used to get along happily before... I am unable to switch fuel modes on the engine or to activate the anti matter generators. (so unable to use xenon etc as fuel) Using sandbox and a brand new save game. Thanks The Gecko
  9. OK, iv now done a complete restore of my gamedata folder to the one I was using a week ago, same problem. This issue is something to do with my save game I think and not your parts, but I will confirm. Regards The Gecko EDIT : I dont know what to make of it, one moment everything is working perfectly, one Kraken later, none of the honeybadger parts work no matter what I do... sad situation! Second EDIT : any craft with honeybadger parts is unrecoverable, crew doesnt show up in the bottom of screen, and the craft it totally bugged. Sad Gecko here
  10. Ok, i have updated the firespitter plugin to the latest, and still same problem. I just downloaded and installed the latest version of FTT 0.1.3 and all the cargo parts (the openable cargo bay and the 1 and 3 stack cargo containers cant be right-clicked. EDIT : just happening with honeybadger parts sadly
  11. Yessir coming right up! EDIT : running the latest version that came with FTT 0.1.3 Now im stumped
  12. Havent done anything, dont even know what those are, but my doors are unclosable now and every honeybadger gets a craken
  13. Guys Has anyone run into the issue where the cargo bays are not able to be closed, even in the SPH, and when the ship is loaded, the kraken visits? Something iv done in the last day has totally screwed up my game and I CANNOT figure out what... help pleeeeze Regards The Gecko EDIT: when i say something iv done, im meaning a mod or something in game, not to do with editing anything.
  14. Very Nice craft bro, but can anyone shed some light on what the telescopic thingy on the back of the craft is? (I realise its a stupid question but iv never seen it before ) Thanks Regards The Gecko *EDIT* just a thought, perhaps some airbags under the grasshopper, just for that real bouncy feel?
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