Jump to content

rocketman525

Members
  • Posts

    38
  • Joined

  • Last visited

Reputation

14 Good

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. How do I know when a mod is updated? I never heard of there being a new update to it.
  2. One of the pictures in the near future launch vehicles album features the 3.75 M crew parts in a grey and yellow color game, similar to the hub max in the stock game. How is this color scheme accessed? Thanks!
  3. I guess that helps with the travel time being minimized, so thanks for that. I probably should have said this in the original comment, but the first issue I was referring to is that it doesn't display the delta-v required to transfer in between moons. It says in one corner that it's too hard to calculate, and I guess that's understandable, But how can I find out?
  4. I don't know if I should be doing this in the near future electrical Forum, but is it possible we could have longer capacitors? Unless you are doing extremely long burns that I don't know if it's even possible in stock, capacitors are far more lightweight than reactors, but because they're all short, using them results in very high part count, even in combination with reactors. Trying to use the larger ones results in a discharge rate that is far too much compared to batteries to be efficient. It would probably just be one part that is 3 or 4 times longer for each diameter, and I don't think it would be hard for the model. I just think a longer version would solve some issues- we already have a lengthened version for batteries.
  5. Do you have any advice regarding the delta-v requirements for a mission to multiple moons ( not necessarily a jool 5, but can be)? The delta-v maps for stock and this planet pack don't really help much for that type of mission, although they do say it would be hard to calculate. And perhaps some advice on the method you used to get to Jool quickly? It was pretty cool!
  6. I will try to go over this in more detail when I can as it's a lot of information, but just to be sure we're on the same page, the issue here started with cryo engines and waterfall. The engines scale fine as far as I know, but even if they're the original size there are no plumes AT ALL. Eventually, I sent a log to the cryo engines developer and they said that they saw something about tweakscale and if I fix it, they think it'll work. Anyway, I'll try to send you the KSP log.
  7. https://www.mediafire.com/file/vrontu8k2k53nff/files.zip/file Just so you know, the engines from CryoEngines's plumes did not work at all.
  8. For around a month I have been experiencing an issue in which waterfall plumes would not work with the engines from the cryo engines mod, though they do work with other engines. I have been trying to resolve the issue and apparently the player log has a lot of Errors with Tweakscale. I was wondering if anyone here knows how to fix sed errors.
  9. Ok How doI find the thered? The link "new release thread" says: "Sorry, there is a problem" "The page you requested does not exist"
  10. Nothing relavent; jest where I was for 5 days. Did I send it corectly?
  11. I just got back after a few days of seeing really large trees. The largest Sequoia had a diameter of more than twice of the 5 meter parts.
  12. https://www.mediafire.com/file/vrontu8k2k53nff/files.zip/file Here is the player log and the module manager cache;.
×
×
  • Create New...