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forsaken1111

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Everything posted by forsaken1111

  1. Let us know if it works for you. The bottom one is likely to disable the glow of the radiators when they are heating up.
  2. I'm fairly sure from his post that he is talking about the wasteheat mechanic for solar panels as he said "not the heat and stuff with radiators". I don't think that can be removed.
  3. I guess you could fork the mod and comment all of that stuff out? You're basically making a different mod at that point.
  4. What real-world technology are the big power generators based off of by the way? With the shift towards realism it would be nice to know what you guys have in mind for power generation as currently it's just an oversized magical RTG
  5. Seems to me that the easiest way to ensure your craft fits inside the shipyard superstructure is to build it inside that superstructure in the VAB when designing it and remove the shipyard bit at the end. Does that make sense?
  6. Maybe I'll give it a try then. I have FAR installed and I suspect I'll have a few design iterations which will result in liberal application of wreckage to the runway area as I am playing an 'ironman' career mode with no save reverting. I'd really like to just turn off the aircraft survey missions for kerbin. Flying around kerbin isn't terribly interesting to me.
  7. I had a contract (which I did not accept) last night which wanted me to do an aerial survey a point near the KSC. The target altitude was ~24km. I had only just unlocked the basic jet engines. is that even possible?
  8. I wouldn't care one way or another if you added an hour for 'moving the craft to the launchpad'. I'd likely just warp past it. I don't see that it adds anything to the gameplay. Realism for the sake of realism shouldn't be the goal. Realism for the sake of enriching gameplay should be. To quote someone on these forums, if absolute realism were the most fun we could have then everyone would be playing outside.
  9. This is a good idea. Resource costs shouldn't really play into build time IMO as you don't need to 'build' the fuel.
  10. The problem with the outrigger is a stock KSP bug. You can get around it by attaching stuff to the center node FIRST and then attaching things to the outer nodes.
  11. And today in the Kerbal News Network, chief sciencers have determined that the universe is indeed a simulation in progress on some unfathomable alien computer. Unfortunately that computer seems to have been constructed with substandard components, resulting in our universe offering inconsistent approximations of physics.
  12. Because I know he'll ask: What KSP version are you using? Do you have any logs? Screenshot of your GameData folder and your USI folder?
  13. Unfortunately the authors have stated several times that they mod for themselves, not for the users. Because this is the way they like it, this is default behavior when you install B9 now. I think it would be a far better idea to include the stock changes as an optional MM file, but if you want to remove them you must go in and delete the MM file that affects the stock jets.
  14. I can't speak for RoverDude but as a user of many mods, anything you can do to reduce part count/clutter would be fantastic.
  15. I don't really think anyone would mind you guys talking about mod development in a thread under the mod delevelopment subforum...
  16. It works fine alongside KAS but I don't believe it has any KAS-enabled functionality. As for old saves, I believe it will work fine if your save does not include KSPI parts from previous releases though I don't know what that will do to your tech tree.
  17. Not arguing that, but the assertion was that it is 'impossible without mods' which is just not true. Difficult, sure. Impossible? No.
  18. I've yet to come across a satellite mission I was unable to do without external tools. Some map rotation and visual lining up of maneuver nodes is all it took. Some of them took some extra trimming once I got close but not quite close enough, but I haven't failed to complete one yet.
  19. Is this the appropriate place to post a feature request? After using this with FAR installed I was thinking it would be nice to have a 'target speed' option on the spaceplane module so I could have mechjeb handle my throttle to try and keep my airspeed below a certain mark. FAR tends to rip craft apart if you go too fast or angle too heavily away from the direction of motion and I am awful at keeping my attention on throttle control.
  20. Yep, because there is none at KSP. It only exists at a few specific places.
  21. I was kidding around. I do my best to recover every bit of my spacecraft, even the fairings.
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