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Frag2000

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Everything posted by Frag2000

  1. Hi guys, I am playing KSP since its early beta days and I am a big fan of this game. But I recently took a long 2 years break from the game and just came back. I am currently restarting fresh, setting up my mods. I use to have an EXCELLENT popular mod that was giving you access to all the satellite/solar panel/probe component at the start of the game in the tech tree (In science mode) and giving access to manned mission component later on. Briefly you were sending probe first before being able to send Kerbals. But for the love of god I cannot remember the name of that component and was not successful in my searches. Any hint?
  2. Hi guys, anyone has those marvelous component tested out with 1.11 yet? That pack is part of my "must have mods" before I update Again great work Nertea! All of those are awesome!
  3. Hi guys, anyone tried it out with 1.11 yet? Chatterer is my firs mod to be installed and is part of my "must have" package
  4. Its surprising that there is not a full tutorial about those new parts on youtube yet. There are few clips where guys randomly play around with those, but no clip yet fully explaining how they works in every details.
  5. I am SO happy that this mod was updated for 1.7.x. This is one of my basic mod that always install ... THANKS A LOT!!!
  6. Hi _Zee, tried to install this mod on 1.7.3 ... but I noticed that the research tree is the same as vanilla (The MK1 Command pod is still in the root). Could it be a conflict with the community tree? Is there any specific logs I should check? Thanks!
  7. Hi Nightingale, the waypoint manager is one of the most useful tool of KSP. Actually I wonder why they are not dealing with you to add it directly into the game. I am wondering. Anyone tested it with 1.7.3 yet? Raise your hand if you did guys Thanks!
  8. Hi guys, I recently installed 1.7.3 and would like to play career with contracts. However, I noticed that most of the contract pack listed as supported on the first post are from the 1.2 to 1.4 era. Is it that people are not playing with contracts or it is because contract always work with every release and I should not bother checking out the version?
  9. GREAT GREAT PACK ZEE!! I was waiting for something like that for a loooonnnggg time. I am downloading this and start a new campaign right away. Thanks for the effort! I will will come back here for feedback for sure! Small question though. In your installation procedure you said to put all folder from your zip file in the "Gamedata" folder. I noticed that your contract pack folder is inside your "ProbesBeforeCrew" folder. So it is located there "GameData\ProbesbeforeCrew\Contract Pack" Is it fine that way? I usually put the contract packs in "GameData\ContractPacks" folder...
  10. Actually, I like the fact that the low orbit of Rhodes is lower than Kerbin. I do not see why it should be the same as Kerbin. It's another planet after all. Also, since the orbit is lower, we lose less time struggling on sending base/shuttle to space and spend more time on fun stuff like exploration. This is breeze of fresh air and offers a different feel than Kerbin, which is the idea behind a new system mod. Please leave it like that! It also offers new AWESOME options for SSTO aircraft. It is now possible to do smaller one. I see that low orbit thing as a nice feature and new opportunity. That really put a smile in my face. Thanks for preparing that DeltaV map! It is a bit hard to plan without it. I love the mod, I really do. It feels like a new game to me. GREAT WORK. I am not far in the exploration yet. I just started to orbit Amstrong. Is there any specific object to pull science from like in the 1.7 release?
  11. Hi guys, what is the low orbit altitude for Rhodes as well as the delta V to get there? If the info is somewhere in a wiki or I missed something let me know Thanks!
  12. Yeah I just realized I was in the development thread. Sorry about that! Thanks for the recommendation! I will check it out!
  13. Hi guys, I did not go thru all 16 pages, but is there any Delta-V map available for the planets and moons yet?
  14. Anyone has a clue about that altitude check not getting complete .... would love to do those contracts
  15. Hi guys, really like the Sounding Rocket pack, it's a breeze of fresh air between tweaking missions to Eve and adding modules to space stations. There is a bug with 1.4.5, like many here the altitude check commonly do not get complete even though I pass the altitude easily. From time to time it works (every few tries) but I was not able to see what I did differently. I am using Kerbal Space Program 1.4.5 and Contract Configuration 1.25 (This is the latest version, supporting officially Kerbal 1.4.2) I love the pack, but that check bug drives me nuts.
  16. I don't get here either. Just bought it ... In Steam, in my library, the only entry is "Kerbal Space Program". While selected, in the DLC window I see: Item: Kerbal Space Program: Making History Expansion Install: Not installed Acquired: Added today But where do I download it from!?
  17. Very strong answers guys, it really helped a lot! All of this make sense now. I realize that even though I am quite strong designing/balancing rockets, the space planes is a completely different world. That game rocks. Period.
  18. Hi guys, I know that getting into a 80km orbit around Kerbin takes 3400 delta-v. I built many rockets in the last few months with no issues but something happened yesterday night that left me puzzled. I built a tiny plane with two small rocket engine that has 3600 delta-v and a TWR of around 0.7. The plane slowly climb up to around 60 000 meters, reaching a speed of 900 m/s ...then run out of fuel. Before someone ask, the Delta V calculation for the plane is provided by Engineering Redux. My question is ... what is the difference in the Delta-V budget between a standard rocket and a plane (using rocket engines)? How come a plane cannot do it even though it has more delta v than necessary? It's probably something related to air friction on the wings or something but cannot put my finger on it.I am missing something but I am pretty sure that someone here can explain that to me. Thanks guys, this forum is awesome.
  19. One of the thing I use the ION engine for is to put those with a tiny tank on communication relay satellite. I am not delivering the sat with that engine, yes way too long, but I have those in place if adjustment to the altitude/trajectory is necessary. They can get the job done
  20. For those who have more than a hundred.... I wonder: Does the number of crafts currently in flight has an impact on the game performance? The application is keeping track of those while you are playing other flights so I guess it should have a performance hit at some point?
  21. I am not original here but I needed to say it. WOW. Just WOW. Period. KSP would not be the same without your mods. SQUAD should seriously consider paying you to write down parts for them. Those are way higher quality than the vanilla ones!
  22. Exactly. My next campaign will be a full blown career in IronMan. I really like playing that way since it adds a lot of pressure and testing phases. It's an ole new game when you discover this...
  23. Make me wonder. What happen with an Ironman save if the game crashes ... will you be able to reload it? I usually play hardcore style, if a kerbal dies ...he dies. But I sometime do exception, like when a ship explodes because of the Kraken, or an uncontrollable bug sentence my crew to death. So I a sometimes reload an older save...
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