Jump to content

jeff_9219

Members
  • Posts

    40
  • Joined

  • Last visited

Reputation

0 Neutral

Contact Methods

Profile Information

  • About me
    Rocketeer
  1. something i do is tweakables my payload tanks to be empty and fill them in space, or run the engines of said tank to orbit, if possible, saves on mass significantly, then launch fuel on several smaller launches
  2. huh? since when do the texture reduction mods not work on OSX(mac), active texture management works fine for me, as do the rest and i am on both OSX 10.7 lion, and 10.9 Mavericks?
  3. simple request: would it be possible to move ksc off of the equator? (maybe confinable?) could be a nice challenge!
  4. Oh my two cents: Killing Jebediah ..... Again! Boosting Boosters Taking All your Base for Us!
  5. Hey for all you FAR users the Sabres now work with module manager, head over to the deadly reentry thread and take a look hallejulah!
  6. Has this fix been publicised yet? i havent heard anything
  7. Hey has any progress been posted on the Module Manager plus Exsurgent Engineer conflict? last i seen Iabadoeth (god i hope i spelled that right) had been given permission to distribute it and had fixed it, but I cannot seem to find any further progress. Did I miss anything?
  8. Yeah as said previously ModuleManager an Exsurgent Engineer Conflict, (in fact any modulemanager mod will have issues) If you don't mind giving up the thrust vectored jet and the Sabres, you can (but not suggested) remove Exsurgent Engineer) or very time consuming you can remove module manager and hand merge the config files (took me an hour or so)) I think the Module Manager author said something about fixing EE but I haven't seen further
  9. Maybe he meant thrust/mass wise - Don't they share code? Why does ModuleManager like one but not the other when they (appear to) function very similarly?
  10. WOW ahead of me Dev's that can research a suggestion before they even are suggested! woot! Um well we had (ALOT of) computer issues and KSP Crashing (both of the game and in the game). we did have it stop working/broadcasting altogether a few times during the night but it added to the experience, for instance when the "Pilot" was coming in to land (*cough* Crash) blindfolded on the mun losing all feedback. But other than that (which just may have been the wifi ghoul messing with my network) there was nothing i could "Blame" on Telemachus and we didn't really keep track of the logs, etc. We may livestream our next Kerbal Adventure and then we'll have some video proof if things go wrong, I'll keep an eye out.
  11. So just spent a ten hour Lan party, launching spacecraft with the "pilot" trapped downstairs, While "Mission Control" sat in the Kitchen barking orders via headset. The feature we wanted most was the purpose to build "Comms Networks" similar to RemotTech, In fact Even interfacing with remote tech with an optional config option would be cool! and very lifelike Is this any bit possible?
  12. IDK the past few updates have killed the Forum too, you have to remember the rush for mods as well
  13. Guys, You all forgot what we will ALL be doing when 0.2 comes out, Spamming F5, or cmd + R, while Jeb roasts marshmallows over the Kerbal Space Program Server!
  14. just waiting on custom non, rcs models to try this out, loved the old Zoxygene system.
×
×
  • Create New...