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scottadges

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Everything posted by scottadges

  1. Another mod I literally didn't know was out there that now I have to download immediately! Sorry @Nertea I'll let this thread back on track and stop posting about other mods. LOL
  2. >o.O< wowowow I've literally never seen this mod before! Thank you!
  3. Which is "RLA"? I find myself using the 45 degree RCS from Bluedog Design Bureau (I believe) parts. Love me some 45-degree reaction controllation!
  4. I'm sad to say I had forgotten about Opportunity. It seems so long now that it was running, like it would just go on forever. Here's hoping in about 100 years... somebody walks out of their Mars Hab and takes a little drive out onto the dunes to find it, dust it off, and bring it back home.
  5. So I'm pretty sure I was looking at the previous version of this mod way back when, and I remember thinking the parts were like... meh... but cool. Just not for me (then). You have really gone above and beyond with this latest update. I officially (not that I ever posted it before!) and completely retract my previous "meh" and replace it with a "hellz yeah". Great work on the textures! Can't wait to install once maybe bugs and such are worked out. But great work!
  6. What Cooler AIO did you use for this (it looks like a Corsair)? I'm looking at upgrading my i5-6600 (not overclocked) for an i7-7700K and have been looking at several options. I'll also need to upgrade my motherboard and was checking out the ASUS Z270 as well. Did you get the MBO for this new build, or did you have it before? And great job on the "case" Looks like a ton of work!
  7. I just started watching "Mars" on Netflix (the NatGeo show directed in part by Ron Howard) and so this must be synchronicity. Seeing your lander, the rover, and the basecamp reminds me of the first episode of that show! What engine is that on this craft? I know I've used it on a previous save, but it's been a while and I must not have that mod installed (or maybe I just can't find it). Love the simple-yet-functional design!
  8. For this picture, I see what you're thinking for the radial decouplers. They're not designed/used as structural components where you put multiple along your solid boosters. You just connect one radial decoupler to the side, then attach your booster to that decoupler. You'll see in the Staging (orange & gray buttons on the side) that you'll have one double-line button (the decoupler) for each booster. For structure, you can then use struts connecting the booster to the rocket body. That gives you support for launch, etc. but they will "break" off when you decouple each separate booster. You may already know, but you can set 4x symmetry in the VAB with one radial decoupler so you're only putting the one part, but multiplied 4 times. Then attach 1 solid booster to that one decouple and it will also multiply 4 times. This saves you from having to put the same piece on 4 times.
  9. Hi there, thought I'd ask about the 1.5.1 fix listed above to make the Simple Construction MM configs work with the latest updated EL. Is that still working OK in 1.6.x? I was about to start installing/troubleshooting, so I thought I'd save some time and get any info from this thread. Appreciate everyone who's still working with this mod!
  10. Just my $.02 without a lot of testing (so take the anecdote for what it's worth...), but I was having a lot of issues with Kerbalism across the board. There's a lot of discussion over in that thread about getting things to work properly since the 1.6.x updates. I've ultimately removed Kerbalism for the time being (hated to see it go for now) and otherwise I haven't had any issues with KPBS. Like I said, just thought I'd share!
  11. I think this post was ironic / sarcastic... but I think that would actually be a great addition to the game, as other posts have mentioned for ground-based building.
  12. 2. An Alternate History of Spaceflight (Game Four: KSP 1.4.3) [TEXT HERE]
  13. Love the way you made this into a kind of graphic novel. Great use of panels and text to tell the story!
  14. Thanks for confirming my questions and clarifying about resources. I've started using the mod and already seeing I have to think a little differently how I keep my Kerbals aboard the space station, for example. It's made this playthrough a lot more interesting to have to think about these things. Also, really liking the efficient interface. It's giving me a lot of real-time data that makes it easy to track the Kerbals and decide what to do with them as their health increases/decreases. To anyone looking at something like this as an option for your game, I highly recommend this mod!
  15. Hi there, I'm wondering if there are any adverse effects of installing this mod with an in-progress game? For example, I have several Kerbals in space right now on a small space station. Will this automatically update them with Heath stats, etc.? Or do I need to have new Kerbals aboard? Also, perhaps I missed it, this mod doesn't use/require anything with Oxygen or Food for the Kerbals? Like, these types of resources don't affect their health either way? Thanks for all your work on this mod. It looks super-detailed and really very cool!
  16. As of Jan 26th 2019, I'm seeing this on CKAN. If it's possible in the Spacedock section for "Information" if you could provide the KSP forum thread link, that might be useful. The CKAN Homepage link goes to Spacedock, but then Spacedock doesn't have (or I missed it) the link for KSP forums. I had to Google it and then I found the thread. But it might be nice to have that looped back around so it's easy to find. Great mod and loving the texture!
  17. Getting back into KSP again after many months away and this time started a new Career Game in version 1.6 with Making History installed. Got through some basic flights, first orbit, and even a Mun flyby. Then got to the Stockalike Station Parts tech, which is what I was aiming for to start building stations. KSS Alpha (Station Core, left) with KSC-005 Payload Specialist & Chief Scientist Mission (Docked Craft, right) The station itself doesn't have scientific instrumentation, since most of that science was completed in early orbital missions (KSC-002 and KSC-003). For KSC-005, this multi-purpose mission included newly-unlocked scientific instrumentation, a Payload Specialist (contract) to "repair a malfunctioning airlock", and finally a full-fledged Scientist (Bob Kerman) to ensure everything is going smoothly. KSS Alpha is expected to have a shorter lifespan, once additional technologies are developed to allow for roomier accommodations in Low Kerbin Orbit. But this station is already providing important real-world learning for the gang back at the KSC in terms of spacecraft design, mission efficiency, and overall systems planning. Design Note: The basic station core for KSS Alpha is the smallest Stockalike Station Parts Redux command section and habitation section along with an external airlock. Overall, I'm trying to build very efficiently and minimally with this Career. The mantra is basically "If it doesn't do a job, don't put it on" which is much more restrained than my approach to other spacecraft. I also tried to model this in terms of the Kerbal's current progress in space technology. They don't have the capabilities yet for large-scale rockets and massive space stations. They're starting with smaller, multi-purpose craft (much like Mir / Soyuz) that will grow as technologies become available.
  18. So far it seems to be working well. I've just been updating my mods to 1.6 which is why I was asking. I've started a new career and so far so good. Glad to see you're still active with modding! Thanks for keeping this one alive.
  19. Hi there @TaxiService, I thought I'd check to see whether this mod is being actively updated and if there was a 1.6.x version update planned? Thanks!
  20. Loving these so much... I've been using Universal Storage 2 bays a ton lately because I hate stock service bays. It will be so much better when those horrid stock textures can be overwritten. Keep up the amazing work!
  21. Hi there, checking back on this thread. It's been a little bit! (I was active here in 2017) I did notice a couple things in the OP that may want to be updated: 1) The list of rules still says "must be in 1.4.1" although a lot of people now are probably running 1.5.x or now 1.6.x as of Jan 2019. Might be a good time to update that (although some people are sticking with lower versions) 2) The signup sheet on GoogleDocs could probably use a refresh. It was last updated in August 2018 and has a lot of old people still on there (for example... I'm still listed as skipped ) Lastly, reading through the rules I was wondering about the whole "5 part count" condition. Wondering if there's a conflict with what @dire wrote above about running multiple missions to accommodate only 5 parts? I understood that each turn was to only have 5 parts, then you could take another turn after someone else went. Taking multiple turns in a row (assuming it's not busy) could get you there, but it begs the question why have only 5 parts in the first place? I believe the original intention was that limited part count would minimize lag/loading. But running three missions in a row with 5 parts each (plus multiple sets of docking ports for connections) you end up with more part count (i.e. extra docking ports) than if you just put one module with 10 parts and a docking port. Anyway, just a thought I'd share for what it's worth. Might allow this thread to be more active, if people had a more flexibility with missions and modules. Good luck with the challenge and I'll look in here more often! UPDATED March 20th: Guess there's not much activity here, since mine was the last post (3 months ago). Maybe someone will pick this station up again? UPDATED October 2nd: Hello?
  22. Hi folks! Longtime fan/user of Kerbalism and have been slowly updating to KSP 1.6 while checking on various mod updates over the past couple weeks. Reading through the past pages of comments, I'd just like to confirm if these are the still the main known issues that are being sorted? 1) VSR part issues? (or was this resolved by a recent update?) 2) Micro-freezing in VAB/SPH? Thanks @N70 and other modders for all your hard work and perseverance!
  23. From my experience just now installing, I reviewed the INSTALL.md file which appears to show where everything should be when all is said and done: The following file layout must be present after installation: ``` <KSP_ROOT> [GameData] [KerbalJointReinforcement] [PluginData] config.xml CHANGE_LOG.md LICENSE NOTICE README.md KerbalJointReinforcement.dll KerbalJointReinforcement.version 000_KSPe.dll ModuleManager.dll ... [PluginData] [KerbalJointReinforcement] user.xml KSP.log PastDatabase.cfg ... ``` ### Dependencies * [KSP API Extensions/L](https://github.com/net-lisias-ksp/KSPAPIExtensions)
  24. Excellent and thank you for the fast response. I'll download and install them both. Appreciate your clarification!
  25. Thanks for all your hard work @Lisias it's great to see that you've picked up so many of these mods. I would just like to confirm, if I only want to install KJR for KSP 1.6 like I've been using it for several years, do I need to download and install both the links you provided? I'm not sure I need other features, is why I'm asking. Basically, I don't think I'm making sense of the two links and your comments for KSPe file(s). You say "must" in that post, so would that mean in fact both are needed to run KJR? Or just the one? Sorry for my confusion and appreciate your clarification!
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