Jump to content

pheenix99

Members
  • Posts

    156
  • Joined

  • Last visited

Everything posted by pheenix99

  1. Wait, you're saying the develocitizer works now? I can't test it at the moment, but the cfg file makes it look like a resource scanning type of pod and not for deceleration.
  2. Sweet. Whenever it's ready, I'll be pacing anxiously patient.
  3. @CobaltWolf The results of a fresh 1.2 with ONLY BD 1.0.1 was epic failure until I read OK Everone! Time to gather around and laugh at the idiot
  4. One of those ideas that only worked in theory. In a sandbox game, I only have maybe 9 or so parts and they're all fairing bases. No pods, no nothing.
  5. I'll try a fresh BD install, then move on to starting from scratch. I'm a tad lazy and don't want to have to re-download the mods I've got so far unless I have to
  6. Odd 1.2 issue. So far every BD part that I've encountered is invisible. Not sure if a log will help, but tell me what file you want and I'll post it.
  7. I thought that at first, but I downloaded it from curse a second time (https://kerbal.curseforge.com/projects/ksp-interstellar-extended/files/2335725) where it stated it was 1.2 pre-release.
  8. Just downloaded the 1.2 pre-release and KSP tells me it's not compatible and to use 1.1.3
  9. Guess I'll start a sandbox game and play with it. Now I really wish the develocitizer was functional
  10. I may download it, but I'm not playing it until there is a fully functional MechJeb release (or pre-release)
  11. Is there a specific time today? I figured it was a midnight release sort of thing.
  12. But wouldn't I accelerate (and add to the dv required) as I approach the periapsis?
  13. Anyone have any tips on how to warp from one planet to another without requiring a stupid amount of dv to enter into a stable orbit? If I just point and warp, I end up in the system significantly faster than I should be (ie: 8,000 dv to circularize). I'm convinced I'm doing something wrong.
  14. I just slap extra xenon tanks there. I'm hoping that integrated or add on RCS thrusters will make an appearance one day.
  15. That's what I was trying to avoid. If I can attach a small lander within the confines of the warp bubble, that might be worth trying. A bit disappointing since there's a ladder long enough to reach from the cargo bay to the ground
  16. I'm trying to sort out a way to land on a planet I have the landing struts sorted out on a non warp capable version, but I can't seem to find the right engines for the decent and I don't have the skill to make that xenon based thruster tweakscale compatible Not a huge fan of those RCS engines....
  17. Are there any plans to convert it to or replace it with another pod? Perhaps supply storage (fuel, supplies, etc) or some other science gathering purpose? It's a nice visual that I'd hate to see go away.
  18. At first I was losing my mind trying to figure out why I couldn't build anything. Turns out it was because I needed a 2nd engineer.
  19. Is there a requisite number of engineers required in the orbital VAB? I'm attempting to build a ship in orbit with one engineer in the orbital VAB using the Orbital pad as the spawn point, but both modules are "locked" and I can't build anything (despite having sufficient building materials). /edit: 2 engineers....nevermind
  20. First delivery of building materials to the station. Still haven't figured out the develocitizer yet..
×
×
  • Create New...