Bombaatu

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About Bombaatu

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    Sr. Spacecraft Engineer
  1. [1.3.1] Almost Free Launch Clamps [0.2.0]

    Hrm - I have both this and the stand-alone FASA LaunchClamps Continued. The 'regular' launch clamp can pump fuel, but the FASA ones don't. Doesn't show they produce any resources except EC in the VAB, no fuel on button on the launchpad. These were installed via CKAN - I'm assuming I should remove them & install manually to retest? EDIT: It was the Redstone clamp; I haven't tested the umbilical yet. If I had to hazard a guess, I'd say the redstone clamp shouldn't pump fuel... ? EDIT 2: disregard question; I saw the launch umbilical in the R&D center and it does indeed provide the fuel.
  2. [1.3] BARIS - Building A Rocket Isn't Simple

    I had a craft with numerous failures. It had plenty of equipment and a zero-star Engineer on board. Clicking Repair Part did nothing; part still broken, no equipment consumed. Does the Engineer have to have at least one star for this to work?
  3. [1.3.1] Almost Free Launch Clamps [0.2.0]

    Ah - missed that. Thanks
  4. [1.3.1] Almost Free Launch Clamps [0.2.0]

    Will it only refuel LFO, or does it fill monoprop as well?
  5. [1.3] BARIS - Building A Rocket Isn't Simple

    I know you can add crew when you load craft from the launchpad/runway; is there a way to invoke that dialog programmaticly?
  6. [1.3] BARIS - Building A Rocket Isn't Simple

    Some feedback from a usability perspective. Currently the "Vehicle Integration" dialog you can load at the KSC just shows craft in integration, with the reliability & time to completion. It would be handy if we could also load integrated craft onto the runway/launchpad from this dialog, rather than having to go into the VAB/SPH, then click load from BARIS dialog. Also, is it beneficial for static-fires to go through integration?
  7. [1.3.1] Pathfinder - Space Camping & Geoscience

    This looks suspiciously like (dare I say it? I dare!) Konkrete!
  8. I have a fairly heavily-modded install. In Sandbox mode, I can get ~50 fps at the KSC & ~60 with a small ship in orbit. However.... when in a brand-new career save, I'm sitting at ~25-30 fps at the KSP. With a simple starter ship (Mk 1 cmd pod, parachute, starting SRB & 2 goo cannisters), I'm at around 20 fps on the launchpad and at 80% physical time ratio. Any ideas what could cause such a drastic performance difference between sandbox & career? I would think the KSC would render faster since it has fewer polygons at the lower levels. EDIT: Ok, I solved it by disabling a few of the Scatterer features (ocean effects & EVE cloud integration). Much faster now.
  9. I see this mod supports MOLE & Pathfinder from Angel-125 - any plans to include his DSEV and Heisenberg as well?
  10. I think it might be an interaction between Science Relay & Commnet Constellation. The odd thing is it didn't happen if the ship had no MOLE parts; a straight-up Mk1 Capsule did not experience this issue. Weird.
  11. I've found a potential mod conflict between Science Relay, Commnet Constellation & (possibly) MOLE. If all three are installed, attempting to get a science report from the craft freezes the system. Uninstalling either Science Relay or CC resolves the issue; for now, I find Science Relay more useful, so that's what I'm sticking with. To test: install just SR, CC & MOLE (with its dependencies). Create a 'ship' using the Backseat command pod & launch. Right-click and click Crew Report. There are no errors in the logs; the game just stops responding altogether and has to be force-quit.
  12. I've found a potential mod conflict between Science Relay, Commnet Constellation & (possibly) MOLE. If all three are installed, attempting to get a science report from the craft freezes the system. Uninstalling either Science Relay or CC resolves the issue; for now, I find Science Relay more useful, so that's what I'm sticking with. To test: install just SR, CC & MOLE (with its dependencies). Create a 'ship' using the Backseat command pod & launch. Right-click and click Crew Report. There are no errors in the logs; the game just stops responding altogether and has to be force-quit.
  13. I've found a potential mod conflict between Science Relay, Commnet Constellation & (possibly) MOLE. If all three are installed, attempting to get a science report from the craft freezes the system. Uninstalling either Science Relay or CC resolves the issue; for now, I find Science Relay more useful, so that's what I'm sticking with. To test: install just SR, CC & MOLE (with its dependencies). Create a 'ship' using the Backseat command pod & launch. Right-click and click Crew Report. There are no errors in the logs; the game just stops responding altogether and has to be force-quit.
  14. I'm getting some strange artifacting when sunlight reflects off of water below a craft. You'll have to view the image full-size to see it.