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issarlk

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    Rocketeer
  1. I didn't have it in my mods. I did without procedural fairing, but not for long. I don't know which tech unlocked them but now I have them, so it's just a minor problem early in the progress of the game. Here's my tech tree: http://snag.gy/Lnin8.jpg
  2. I have the exact same problem. I hoped to use procedural fairings since they are so much more convenient. But they are not in the VAB, only in the tech windows.
  3. I was wondering when someone would write this. Very cool ! I started something like that on my side but kinda forgot about it. Mine was in mono, to work on all system with ksp.
  4. they were showing as flight on the radar. But I made a clean reinstall and now it works correctly.
  5. Thank you MedievalNerd and all others involved. It works nice and is a new KSP experience. It's a nice change not being able to get to the mun with your first rocket, and strugling to get into orbit. Only problem I have is that when I recover ships their science is recovered (thankfully) but the ship is not. It stays on Kerbin. I suppose it's just my KSP not being cleaned enough before I added RPLITE mods. I'll try reinstalling from scratch.
  6. But then you'll get engines that burn monopropelant plus oxidizer. Can it still be called monopropelant then ?
  7. It's purelly to make money. And we can't blame them for that. They'll probably release old gen consoles, then next gens, and later PC. Plenty of people who bought it on old gens will buy it again for their PS4BOne or their PC.
  8. Thanks a lot for your work doing this. I'm looking forward to 0.22 now. The tech levels should make the game even funnier.
  9. Thanks a lot for the thrust corrector. It always bugged me the way KSP behaved. I still remember the pre-isp days where we had a sea level and vacuum thrust on engines.
  10. For whoever's interested, here are configuration files for B9 without the Sabre engines: This one goes into the Realfuels folder (if you use Realfuels): https://docs.google.com/file/d/0B3rszU0r8C50cU83Q3QtcEZkTEk/edit?usp=sharing And this one in the ModularFuelTanks folder: https://docs.google.com/file/d/0B3rszU0r8C50cVplRmVJWkt1dE0/edit?usp=sharing
  11. I've found that using B9 conflict with this mod. It worked well, then I added B9 and the gui disapeared too. Removing B9 fixed it. So we'll just have to wait for B9 compatibility.
  12. RIP Neil Armstrong. Here is Neilwell Kerman stepping on the Mun.
  13. Thank you Don for running the campaign. It was great fun and I learned a lot with it in matters of rocket efficiency.
  14. Still lurking. 0.16 is a good distraction while I wait for next turn.
  15. Explosive decoupling makes it very, very, very cheap at first, because decouplers and chutes are so expensive. I stopped using explosive decoupling after a few turns, if I didn\'t I\'d have sent a kubble the next turn, instead of having to wait 3 or 4 more to be able to.
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