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About ryan234abc

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    Hold F9 to reload quicksave
  1. [1.3.0] Kerbalism v1.2.9

    Hey! Great mod! Just a quick question. I'm sure it's been answered but I don't have time to delve through 182 forum pages to find it. Since I'd only like to use part reliability in this game at the moment, how would I go about disabling the other parts of the mod (e.g. resource requirements)? Apologies, I'm just not good when it comes to this kind of thing. I appreciate the assistance, Ryan
  2. KSP Challenge: Crosswise the Sea!

    THE KERBAL X-15 - A tale of lunacy and lunch breaks With tension between staff reaching critical levels, the KSP bigwigs decided a break was in order. They tasked Jeb with designing and building a swanky, speedy airliner to take them to a sunny resort over the ocean. Well Jeb took the whole 'airplanes only' thing a little personally... he'd been working on the Kerbal X when this crossed his desk, and rather than waste a perfectly good rocket he decided re-using it wouldn't be so difficult... The Kerbal X-15! Boosters weren't the best idea, not because they left the craft starved of thrust but because they seemed to have a magnetic attraction to the tail fin... Aborting to a nearby island as speed drops rapidly. Stage 2 engines lit to provide an extra kick No turning back now, this nose-heavy pod is only going one way... Well, any landing you can walk away from, eh? With hindsight, perhaps rocketry should stay in it's own field... 'Soooo... heh heh... any chance of a plane ride out of here?' Conclusion - Rockets are rockets, planes are planes.
  3. Both craft have weapon managers and are well within physics range of eachother. I noticed that the craft wasn't being picked up on the radar too, but I am certain it has one and have even sent out new craft with a manager on to test - they aren't picked up either. EDIT: Got it to pick me up on radar. Missiles still refuse to lock onto and fire upon the target however... If I ask it to manually lock onto the target, it just unlocks after a second or two. EDIT 2: Missiles lock onto target when done manually, and fire towards said target. However, the guard mode still refuses to do such a thing by istelf.
  4. Hey, been trying to get the missiles to fire on guard mode. For the life of me, I can't. I've tried using different missiles, different launchers and I've strapped every bit of targeting software possible onto this thing. Missiles refuse to acknowledge the target is even there, on the air or the ground. I'm doubtless you've had this issue before and I'm aware it's just me lacking the knowledge on how to do it (not a bug), but could I please just have a hand setting these missiles up to fire? Much appreciated, Ryan
  5. Not sure if this has been mentioned before, but quick question - how do I disable cloud shadows? I re-installed EVE and they're causing a few problems with FPS, but I can't remember how I got rid of them before. I'm using SVE, not sure if that makes a difference to the answer. Cheers Ryan
  6. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Got it working! Time for visuals!
  7. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    The cache is full of what I can presume only to be the names of planets in the form: (planet).bin As the original download does not contain these, I can presume this is the problem? I am only using the basic version at this time. Should I just clear these out and reload, or will the files just be re-written into that location? Cheers for the quick response Ryan EDIT: I cleared out the cache and reloaded, the game crashed at the same point again but only a small handful of .bin files are in the cache.
  8. [1.3.1] Kerbal Star Systems [v0.7.1 part 1*]

    Damn this mod looks good. Followed the instructions down to a T (very in depth by the way, well done). Game loads up to the very end of loading, but when it would go onto the menu screen normally (where you can start game, credits, quit again etc.) it just crashes. My entire computer slows down to painful speed. I'm meeting the 8gb RAM needed, but it would seem that the computer cannot handle the mod nevertheless. I don't think this is a problem with the mod itself... thoughts? Ryan
  9. [1.3.1] Stock Visual Terrain [v2.0.8]

    Re-attempted and got that output_log fresh (sorry, I misunderstood which one you needed). Here it is: https://drive.google.com/file/d/0Bxjs89sozVh_RDE4SklwdExVNUE/view?usp=sharing I'm using Windows 8.1 Thanks!
  10. [1.3.1] Stock Visual Terrain [v2.0.8]

    Hey! So I downloaded the mod. I currently use your SVE so I decided SVT would be another nice addition. When opening the game, I'm greeted with this however: If I proceed to enter a game, KSP will crash with no message to say so - it will simply just shut down. I use no mods that add parts, planets etc. to the game. I only use SVE all in one, with the basics like Kerbal Engineer, KerbalX mod etc. No crash log was produced when the game crashed so I cannot provide an output_log. All my mods are up to date, as I re-installed them all using latest versions to no effect. Apologies for taking up your time, but I'm unsure of how to fix this problem and I would appreciate if you could look into it. Kind regards Ryan EDIT: I tried a couple of times more and managed to get in. However, I'm not sure if the game will crash or keep kicking me out in the future, and I'm not sure as to the origins of this map screen bug. Glad I'm in and the mod is working for the moment, but I'll leave this here for you as it may still pique your interest. The yellow terrain still persists in map view and tracking station view, and affects all planets in the system! EDIT2: Game crashed, will uninstall the mod for now. No crash report yet again.
  11. A new desert pyramid?

    Grabbed the co-ords. I'll check it out tomorrow, I was flying around that area anyway. Will report back soon.
  12. Kerbal Geography!

    Genuinely horrifying. This is an exemplary find! This sent chills down my spine. Speechless. A perfect example of what I was looking for - although I doubt we'll be picnicking here anytime soon!
  13. Kerbal Geography!

    Definitely interesting, I never thought about the origins of Kerbin geographically. I mainly did this thread to find some decent looking places, but your thread takes it to the next level! Thanks to everyone who has replied so far! Some great discussions here! In contrast, I think I found the WORST view - the margin between white and red on Duna. The colours combine to create a sickly 'strawberry milkshake' colour. No thank you! Next stop, Vall. I'm hopeful for this one...
  14. Kerbal Geography!

    THE GREAT GEOGRAPHY HUNT! This is a thread dedicated to the exploration of the Kerbol system, in the hopes of finding the ideal picnic spot and the most exciting flight challenges nature can build! I've been wondering for a while about the geography of KSP. As far as I'm aware, little goes into development of the actual land, rather specific areas where easter eggs are found. However, given a bit of searching, I think there are some unique and good looking areas to find in the Kerbol system. For example, Laythe has beautifully flat poles providing great sunset views of Jool (see below). Rivers on Kerbin provide great flying opportunities and the mountains north of the inland KSC harbour great visuals as the sun peeks from behind the peaks! This leads me to the topic of discussion! The Kerbol system isn't always geographically interesting - mountains and oceans seem to be the most exciting prospects to an untrained eye. However, have you found any hidden geographical gems? Anywhere you landed your command pod, crashed your plane, anywhere debris survived a fall that has left you stunned at the views around? I've been exploring the system with the hopes of finding a perfect spot to land and take in the view but I still feel this search would be so much easier with the help of the community! Please comment with your stories of places you've stumbled upon that are truly jaw dropping! Screenshots, co-ordinates or simply your accounts of these sights are welcome here!
  15. N-600V Archelon

    After extensive testing on this, I have been unable to create an SSTO from the Archelon. The thing is, I wanted to maintain most of the shape. However, this comes at a cost. The nose has to go, way too much drag. The wings are really inappropriate for such high speeds as proposed by re-entry - I tried sweeping them back but that played havoc with aerodynamics. The sheer size and scale of engines needed to lift the extra fuel and weight of this plane (note the tyranny of rockets here) means I simply can't get efficiency AND thrust out of the plane. A more skilled engineer may be able to pull it off, but the truth is even someone better then me would agree that this plane is a prime example of why we don't use Boeing 747's as space shuttles. However, I have been considering the Archelon's applications as a carrier craft (see the Russian MAKS prototype). The Archelon would provide enough thrust to take the payload up to a decent altitude and then the shuttle would detach for the rest of its journey. As much as I'd love to test this more, Mass Effect Andromeda comes out tomorrow and schoolwork seems to get the best of me most times anyway. Maybe a few months into the future I can re-visit this concept but for the moment, there are much more pressing matters to deal with. However, I am pleased to see such an interest for my plane - so many people have favourited and downloaded on KerbalX and your comment makes me happy that someone truly appreciates what I do. Sorry I couldn't take this concept further for you, but when I return to playing KSP I will develop and publish the 'MAKS' prototype. Again, thanks for your interest and support! Ryan