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Skyro

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Posts posted by Skyro

  1. ^^^^^^^^^^^ If you run KSP 32-bit, you will have most likely run out of RAM (or memory). You will have to say goodbye to some of the mods you use or use a mod called 'Active Texture Management' alongside your current mods. If you run KSP 64-bit, its an unstable version due to the game engine KSP is built on, and its going to crash a lot, especially with mods.

  2. If you would like to run the 64-bit version of KSP on Windows: (TL;DR GO TO WHERE YOU MOD THE GAME) Go into Steam, right-click on Kerbal Space Program in your games library, click on 'Properties', click on the 'Local Files' tab in the properties menu, and then click 'Browse Local Files'. When you do this, you will be at the main folder (if you mod the game this should be familiar). There is the KSP_64.exe or whatever it looks like (I don't have 64-bit OS atm), and you will need to manually use this executable by setting a shortcut to it or adding it via the Non-Steam Games thing at the bottom of the steam games library. Hope this helps!

  3. Coming from 0.90, It seems that #1 can be implemented into the contract system in career mode, #2 can somehow (I'll let the devs decide that) fit into the current kerbal experience system, and #3 is almost basically using SCANSat to find anomalies and going to them, but here you want to give some sort of random event/element to the anomaly when you get to them/within a certain distance of it. I personally like the idea of all of these, especially #3, because going to an anomaly to date is like being a tourist (except that one with Ike) going to visit some cool thing. It would definitely be more interesting to find out what an anomaly does to a kerbal or probe that comes too close :D

  4. Heheheh, i think that Spongium Carbonate's formula would come from a proton sponge (no idea what that is) and carbonate: C14H18N2(CO3^2-) , which i would assume would mean that the equivalent of a proton in the kerbal universe absorbs the energy of the kerbal hitting the ground, thus proving that Spongium Carbonate is actually a thing in a kerbal :cool:

    Now back to smashi--er, testing kerbals with fast-moving vehicles on a runway :D

  5. Just a quick question, with the poll showing what people want, what do you plan to add to either this patch or 1.8? I mean, they're probably going to be tracks, but if so, what would some of them look like? If you don't mind doing another not-bad sketch. But, seeing as you still need to do things, just checking in because I love this mod and depend on it for a lot of things :)

    EDIT: Also, how does the track collision mesh and such work if its considered a wheel by KSP means? Unless a plugin defines it, then nevermind

  6. There are a couple of bright spots on the closest moon. Aliens? There are a few dark spots on the 'water' moon. Aliens? I'm gonna call them ULOs (unidentified land-based objects). So who knows what the ULOs could be?

    We don't even know what any of those are, until Nova lands there and shows us (if he ever will). It looks like the dark spots are mini-storms to me. :cool:

    Should be interesting if any of those 4 moons are in retrograde orbit.

    That would be a little harder to get to the moons one by one like that, but that would be cool.

  7. I guess they will :) but the thrust/consumption and fuel model has changed a bit in 0.16 so obviously NovaPunch has to change as well... at least this is what I understood from Tiberion's posts :) NovaPunch is looking pretty much like real rocket parts so I guess Tiberion will want to keep their performance to stay that way as well, so I think we don't have to worry about how it will develop :)

    As for what you said, the update to 0.16 is going to take a while to update all the fuel tanks and engines, but it's just a matter of getting the perfect mix, even though that's what takes the longest, considering we have Specific Impulse (isp) in the engine cfgs now...

  8. As you are downloading the posted persistent file, you will be fine as long as you don't use mod parts, just do not forget what is and isn't a mod :) But you can hallways extract KSP to another folder say 'KSP_Plain' and run a non-moded version as well.

    Hi! Welcome aboard, we currently do not have an open slot for a new mun base, if you check the rules on the first post, all other bases must have 5+ ships for a new base to be made, I have added you down as going to the new unnamed mun base that will be coming up.. If you want to remove your self from this list, please advise..

    Sorry, we dont have a current open slot for a new base on Kerbin, but maybe if you parked close to the Kerpan Island Holiday Resort it could be part of that? I have added you to list, please advise if you want to change that.

    Sure, I'll take a spot for the new base, I shall get the OneMun 1 ready for launch, then.

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