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Jimbodiah

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Everything posted by Jimbodiah

  1. The guard-mode keeps turning off the selected weapon after a few seconds (plenty of ammo), am I doing something wrong?
  2. How can I change the hotkey that activates TCA? It's under ALT right now which is the worst key you can thing of...
  3. Sorry guys, but I'm outta RSS... Kraken issues out the whazoo, nothing will make it past 100km height, even 20K dV launchers with 45K (TWR 3+) thrust don't make it past 60-80km with just a 3-man capsule on top, 8 booster asperagus with 4K dV added. If it doesn't shake apart before igniting engines and adding 50 struts, it just will not make orbit. I made over 50 attempts from very tiny rockets to 10m mains with eight 5m asperagus boosters strapped on. It's like I need 40-50k dV to get into a 100km orbit.
  4. OK, just installed the entire overhaul suite through CKAN, I see a lot of tanks and engines were upgraded in size/thrust and also modded to real-fuels (SSTU is one of my favorites, used to go up to 6.25 now to 10m). Will make some new rockets and see how they do :) Now to make my hangars bigger.
  5. Whu...what??? do you need special parts packs for that?
  6. Damn, I just installed RSS and tried to send my heavy lifter up but it only got to 122km before dropping back down again. Will stock parts still work in RSS? I used a 6.25m main with 8x asperagus and 2 smaller stages and couldn't even get a 3-man capsule in a 200km orbit. Normally this combo could send a 6 man crew to Duna and back. Wow.
  7. Tried reloading etc, but it just doesnt work, 99% of the time it doesn't do anything at all. No fuel lines are added or stagings altered. here is the craft+log: [URL]http://dasher.nl/kerbal/asperagus.rar[/URL] (needs SSTU mod)
  8. Would it be possible to have a LF and MonoProp selection on the fuel tanks besides only LF/Ox? The round tank sections have the option for LF, but not the orange fuel packs. Would be awesome to have a choice so you can make your own setup with the fuel packs. [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='Shadowmage']Ahh, yes, the station parts, seems likely :) No, those are not -yet- available in-game. It was some early concept work I did just to see how it would all look, and some of the possible parts I could/should make, probably about two months ago.[/QUOTE] Thanks, Mage!!! Looking forward to them. Making rockets is fun with your parts.
  9. All the decouplers act like bombs, they blow up half the rocket when they go off, even if I set them to 0% force.
  10. James, I have TCA, but there are only like 3 options there, nothing compared to your screen.
  11. Kerb, they stopped filling the moment I left, tanks with 0.03 inside etc. But I think it has to do with the leg suspension being locked, I have 10 miners running now without problems. Sal, I can check, but I think I have a radiator, but will keep an eye out, thanks!
  12. Functions like: - Kerbal alarm clock - MechJeb (at least basic accend/rendevouz/dock/land functions) - Reinforced joints (or fix the Kraken issues!!!) - ScanSat, some kind of resource mapping tool - LightsOut to view ships and lighting in the dark - EVE-like texture improvements, clouds at least - Integration of resources like Interstellar or RealFuels - Some way to see electrical production and loads in a balance list or something Parts: - Rover cabins - Better/more wheels (that don't blow up just looking at them) - KIS/KAS, seriously this is basically a necessity with EVA, why else have Kerbals? ;) - Resource containers othe than LFO/MP.
  13. The radiators and washes don't really do much. Placing the folding radiators near the engines did the job a lot better. These things could cool something 150K from the sun :) Now they explode :)
  14. I dont have any part touching the surface like tanks, checked that. Often times I also see the craft is stuck in the sand when you first switch to it and then it pops to the surface which makes it jump. But don't think that was my problem. It could be the legs... I had the adaptive landing legs mod and locked the legs because they would keep wobbling. I just replaced all the miners with the fixed legs from the Karbonite mod and will check again.
  15. Yeah, what I was thinking. I have 8 mining rigs running on Eeloo. Sometimes they keep running no problems, sometimes they just stop right after I leave. I need to check in every time I start up the game.
  16. ok, thanks. I used the mod because they gave the best cooling vs other radiators, kind of makes the mod redundant now ;)
  17. I have a mining setup on Eeloo for Ore/KA/K+, and I notice every time I switch view to one of the landers the drills have stopped working and I need to restart them. Ofcourse no resources were mined since I left, making this very tedious. It seems like the drills stop when I quit the game (or it crashes). As I was using a microwave receiver I thought maybe this mod craps out when the game is not active, but even placing a fixed power supply (like the little power canisters or even a 2000ec/s fusion reactor) will not keep the drills running. The drill I use are the orange Ore drill and the Karbonite drills. Anyone have an idea how to keep them running? [IMG]http://dasher.nl/kerbal/kerbal_07.jpg[/IMG] [IMG]http://dasher.nl/kerbal/kerbal_08.jpg[/IMG]
  18. The narrow-band scanner can pick up Karborundum, was that part of the SatScan mod or something else? I will dive into the cfg, just hate keeping track of all my changes with updates later ;) I've added the sensor into the scansat recources .cfg, also a resource in the MKS survey camera and a module in the other scansat cfg (karbonite was there, so added K+ as well under 1048576). Yet I do not get the option under scansat. Did I miss something?
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