Quoniam Kerman

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About Quoniam Kerman

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    Spacecraft Engineer

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  1. DO I have to download this mod even if I have all of your other mods with Dynamic battery storage in them?
  2. Kopernicus as well as the stock game had been updated a lot of times since that error and I didn't happen ever since.
  3. Love how you took the stock Mk1 hab/aircraft cabin module and turned it into an actual space station module with KNES aesthetics. Just one bit of criticism (I wouldn't be French otherwise), the inside squarish hatches don't match the outside round hatches unless you consider, lorewise that these are two different pannels, for airtight reasons... Does that version works with KSP 1.7?
  4. Yes we do, one part propellers from mods don't get funky when they speed up.
  5. At least they'll be solid parts that won't get funky with game physics, that's already something.
  6. Isn't that with Cryo Engines? If you use one, you'll use the other for sure. If you already tapped into the config files you could add more fuel to the tanks since Hydrogen is way less dense than Liquid Fuel which is, for all instants and purposes closer to heavy kerozene. SO there is chance that with liquid Hydro, your ship has less mass overall. so adding fuel to rebalance the thing could be an option. Or boost the ISP of the engines or lower their consumption as well as boost their thrust since Hydrogen powered engines have generally lower thrust with greater ISP, you might want to put their thrust to their original values. Also, in Nertea's mods there is a file in Extras folder which take back some configs for work with stock Liquid Fuel instead of Liquid Hydrogen. I don't know if they affect the Endurance parts though as I haven't yet unlocked them in my career playthrough along with Cryo tanks and Cryo Engines. Might be worth the try.
  7. I know, I just wanted him to make his own mistakes so he could see for himself.
  8. KSP 1.7.3 patch being underway for shortly, there is no reason to have a 1.7.2 update for now... @jpinard It is caused by the game engine itself, so it ain't being corrected anytime soon. It shows off when a solar system is bigger than the stock one.
  9. OK thanks I tried the contract thing, nothing bad happens. The contract remains active when the craft takes off and makes it into orbit after accepting the contract. The location was just indicative of the place the craft was when accepting the contract. Doesn't matter where the target is as long the tourists get to it.
  10. I've got a couple of questions. A tourist contract poped in my MC building. It says that I have to get three tourists to a craft that is currently is landed on Minmus. But it waiting for a science mission to complete and will take two scientists and one engineer back into Minmus orbit to rendezvous with a transfer ship back to Kerbin. Plus, tourists can't transfer via EVA and making a craft that docks to a landed craft is quite cumbersome. If I take the contract now, can I make the craft take off for the tourist mission without braking the contract? Or do I have to make the ship take off before taking the contract? Second topic, I wish to make a mission to Moho, but it takes a lot of delta V, I envisaged to have some Eve gravity assists to preserve delta V for the Moho mission, but I don't know when to take off. When gravity assists are involved do I have to depart at Moho or Eve transger window? My though was tha graivty assists messing up with orbits makes the original target transfer window useless...
  11. I used to see Challenge videos of KSP missions marked "SSTA to Eeloo via a Jool 5, no mining" Now we shall see new challenges such as "Huge interplanetary ship to Eeloo via Moho, no part clipping". It's a good thing this remains an option to deactivate/activate though or it would completely change how the game works. I still understand why some purists hate part clipping though.
  12. And if we start a new game with it? Is bird necessary to delete the file anyway?