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About Adelaar

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    Your personal re-entry heater salesman

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  1. It actually fails to load... So I get a message that a part is missing and then it reports it can't load in the craft at all.
  2. Hi, I have a few ships in my inventories which are broken now that I've purchased breaking ground, especially ships using older KAS parts. They are failing to load, so I can't remove the parts to repair the craft involved. Anyone with an idea how I can save these craft?
  3. FINALLY! No longer having to bargain with KSP... Me: I'd like to set this to 0. KSP: "Best I can do is -1 or 1."
  4. AFAIK, the Juno jet engine as a basic jet is based on the Junkers Jumo 004, which was one of the first operational (fitted on active combat aircraft) jet engines. They both share a horrible fuel consumption and limited power output, and I personally like the historical nod. I would agree to some extent that a power buff wouldn't harm them, but I wouldn't go any further than a 25% or so power increase.
  5. Hot darn! I will definitely get this DLC, and it might mark my return to this game. Finally something to do on planets other than professionally crashland your ship onto them. Also, rotors, where have you been all these years! I can finally upgrade my VTOL heavy lifters now! WOOP WOOP! As a note, any chance of the featureset of the planets being expanded in the near future, beyond what's in the current update? More rocks, more notable objects, more canyons, and perhaps on kerbin some extra airports with added passenger and cargo missions?
  6. You can probably circumnavigate the issue by altering the way the game works by toggling an option on in the debug panel (Alt-F12). Under "Cheats", turn on "Unbreakable joints". That should most likely solve your issue. Don't forget to turn it off again once you've resolved your issue. Coming into physics range when an object is under severe stress will often result into janking movements, tearing the joints and destroying the craft. I use the unbreakable joints option whenever I save and loading a game mid-flight (atmospheric flight)... Works fine for me there, and if I'm not mistaken it shou
  7. Today was a happy day. Got a message incoming that Samry was drifting in Munar orbit, so I installed a rescue mission, together with a tourist mission to the Munar surface and a Spider engine test. Here is the Bravo A rocket with the munar lander on top, standing by for launch. Samry was found drifting in a research lab which ran out of power - and adjacent parts, apparently - so upon rendevous she made it to the lander, took some goodies, headed back for the research lab, installed the goodies... And ran flew away. Boyan Slat may do his Ocean cleanup, we're doing ou
  8. Yeah, if the weight went down to about 1,8T, with a max temp resistance of 1200 degrees, I think it's fine. But atm it's worthless.
  9. Sure, but the ingame description hints that the Mk2 lander can really can't stand much at all, so less heat shielding would be used, the walls itself likely thinner or some alloy, it has no RCS thrusters, nada. So you are handicapped in the sense that you can only take 2 persons, does not have built in RCS, has a smaller monoprop container, it's pretty rubbish. In all, you're better off just using the Mk3 capsule, which is sad, because there should be a purpose to the lander can but there really isn't one.
  10. ...The MK2 Lander can almost as heavy as the Mk3 capsule? Both are 2,7 tonnes, whilst the MK3 has more functionality and survivability? Shouldn't the Mk2 be rationed in food supplies to have it slim down a bit?
  11. So, yesterday I wrote how I got back into KSP after a two years hiatus, and had to pretty much start from scratch. Now that the relays are in orbit the position finetuned over time (I didn't exactly get the spacing right the first time...), I had time to rebuild a few rockets. With all the new parts, I spent my time building a new lander, which shouldn't be very costly (and mostly recoverable). The Bravo A lifting body is used, which is designed to lift up to 18.000 kg into orbit. The payload is 14.000kg, and with sufficient built in power, it should be able to do single runs to the Mun and Mi
  12. Same here, but with From the Depths (a block based warfare game), been itching to get back into the game but every time I tried I spent so much time updating my mods which then all broke again the next update... Thanks for the warm welcome!
  13. I don't think a lot of peeps will pay attention, but here goes. I started playing KSP again after aprox a 2 year hiatus, which endured because my mods were all broken, and most of my ships were outdated. I had about 106 ships saved in the VAB, my campaign was a mess which I had issues untangling and I didn't really understand what the hell was going on. So I spent my last few days untangling the mess by decluttering the VAB, saving only the lifting bodies which I use (10 lifting bodies), and the payloads which hook onto them (manned pods, landers, space probes, relay sats, etc). I then
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