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milint33w

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Everything posted by milint33w

  1. This was not constructive, and I hope your comment that it should be pulled is purely antagonistic and not a representation of your reasoning skills.
  2. Ya... I supposed I could just file edit my reputation back in for declining them over and over. Seems like a mod to autodecline them and refund reputation all behind the scenes would be difficult for a modder. Hopefully the devs will find a better way with missions because I don't think any of us really like the testing missions. Like you said, the only ones we don't mind are the "while landed" ones, and those probably shouldn't exist either. Some kerbal in a lab could do that for you.
  3. I love the idea of career mode and have since it was released, but test missions are imo a terrible filler. They aren't fun at all and take huge amounts of time forcing you to make things you shouldn't have to. They are just a frustrating thing that slows down progress the way they are implemented. I hope they go away or get majorly revamped, but for now, is tehre a mod that specifically replaces them?
  4. TAC LS is not locked. I am using it now and it required no special setup.
  5. According to posters here, it has come to my attention that some of the mods I installed may not be running in 64 bit as a choice by the developers. I have taken no action to "unlock" them for 64 bit, though all of the mods I wanted to work seem to. FAR may be the exception. I'm not sure yet if it is actually running. I only started career a half hour before bed last night. I am sad to see the negative stigma that has apparently developed for 64 bit. It has worked just as well as 32 bit for me since it was released (the first and second times) with the exception of the annoying right click left click bug when alt tabbing. for reference, I am running windows 7 pro on: i7 3770k GTX 680 16G high performance ram. Samsung 840 Pro series SSD Updating OP with this info.
  6. I haven't played in months and I just plowed through the latest mods with a fresh 64 bit install and naturally assumed their would be failures and conflicts upon loading ksp, however, the game loaded everything perfectly and seems to run great so far. Here is what I have: https://drive.google.com/file/d/0B1gmZDEgHKL4TWdQLUI0YkpuR0U/view?usp=sharing ##### Edit ##### According to posters here, it has come to my attention that some of the mods I installed may not be running in 64 bit as a choice by the developers. I have taken no action to "unlock" them for 64 bit, though all of the mods I wanted to work seem to. FAR may be the exception. I'm not sure yet if it is actually running. I only started career a half hour before bed last night. I am sad to see the negative stigma that has apparently developed for 64 bit. It has worked just as well as 32 bit for me since it was released (the first and second times) with the exception of the annoying right click left click bug when alt tabbing. for reference, I am running windows 7 pro on: i7 3770k GTX 680 16G high performance ram. Samsung 840 Pro series SSD As a personal opinion, 64 bit KSP should never be removed. It works well enough to at least be referred to as experimental. If they want to bury it under some extreme caution tape on the download site that's fine, but the potential benefits are too great for it to be removed.
  7. I know I used to have a mod that made the light and shadow on planets much more realistic (sharper transition and more extreme light and dark) but I can't remember what it was and I can't find it.
  8. Is interstellar working with .24? And has anyone heard of a potential update for it to integrate into the new career mode features? A balanced struggle to get funding for warp travel would be great.
  9. Oh ok... Since you guys are so helpful, do you know how to connect the new refinery? It has a side connector and I have tried several different things including HubMax as well as turning snapping and even part clipping off but it wont connect. It snaps on to the hubmax or fuselage etc, but it is transparent and does not appear when I launch.
  10. So the key must be to have the science lab then. I thought for sure that I was able to go to warp on my sandbox mode without that.
  11. GOD PLEASE someone help me... How do you get antimatter to go into an antimatter containment device? I am at the point in career where I have the collector and the containers, but I dont have the engine. I have tried every configuration of modules I can think of to make it work and it wont fill the antimatter containers. And how do you search keywords in a specific forum post? When I search antimatter containment it just come up with the main post which has like 500 pages.
  12. how the guck do i remove the mother gucking proguckingfanity filter god gucking da m it!
  13. Ya I found it and was about to post solution. This should be listed clearly somewhere in game. Maybe under earth info in tracking station or just right on the screen in tracking station. Also, that value should be way higher. I turned it up to the 12 power. I don't care if you are going through atmosphere, the only limitation relative to a satellite in space should be angular coverage and line of site, not range. Ground satellites have access to much more power and size that for communication purpose makes atmosphere negligible. Thanks JDP. I realize now that mod cfg files are pretty easy to go through most of the time. Edit: List the range of mission control on hover over red dot in map view. Problem solved.
  14. so are you saying that there IS a max range on mission control? Im searching the config files right now to change it but haven't found one pertaining to mission control yet.
  15. Note the satellite range, active, and targeting mission control. Note plenty of electricity and a clear line of site to Kerbin... Why am I not able to connect? I lost connection around the time I left Kerbin orbit. I have tried general troubleshooting like restarting, time warping a few days, etc. Does mission control have a range limit in itself thus requiring a long range relay in orbit? If so, how do I change that, because a ground based satellite should be powerful enough to range anywhere in the solar system. Thanks!
  16. Is there a max range on mission control? I am using one of the gigameter satellites and as soon as I got past minmus, or into orbit, not sire exactly when... I could no longer communicate with mission control. Yes it was in line of sight, no other objects abstructing path. I warped a few rotations just to be sure. So do I have to put a long range satallite in orbit? If so, what us the max range of mission control itself? Seems like it should be unlimited considering they are huge on land satallites. Also, is there an override setting window in game similar to the the cheat window?
  17. By building out something to anchor sides onto then working my way around, taking it off, reattaching it to where it is now.
  18. Thanks again. Ya I was actually in the process of modeling deathstar parts yesterday in 3ds max and decided I was too lazy to work out all the cfg file stuff.
  19. Ok well I highly recommend putting a popup note or something when people try to post. The exact and only reason I posted more than once was because I kept thinking something wasnt working. I deleted temp files, reloaded page, tried everything. Actually no. Thats for extremely low throttle. I'm just talking about lower mid throttle, and not spike engines. This is an as intended technique. It makes physical sense as well.
  20. My favorite creation so far. In response to comments: It actually goes all the way to minmus on just the hyperring. That's minmus in the screenshot. I found that if you run minimal thrust in thick atmosphere instead of trying to gun it, you get much greater efficiency. On top of that, it saves a lot of fuel to properly slingshot kerbal. What you see is all I started with on the ground. The tanks of the actual starfighter are full at this point. Thanks a lot for the nice comments. I spose I'll post the craft file >.< Give credit - https://docs.google.com/open?id=0B2FfRwgHBYfIYlRnb1NkMnZUaXM (It's on google documents.) Have fun. If you fly it properly you can get a nice smooth tilt into slingshot at typical elevations for doing so. Remember run low to mid thrust until you get above the thick atmosphere. Let me know if you have questions. I stream on twitch under milint33w fairly often. Feel free to come watch!
  21. I think this is a really good challenge as I think it is impossible to hit the sun as it doesnt exist and getting close requires a better fuel efficiency than anything else I have tried. You have to counter about 9km/s in retroburn after reaching solar orbit. It is extremely unrealistically impossible to fly toward the sun due to the limited physics of the game right now, you are forced into orbit so this is a fair fight. Screenshot your nearest encounter with the sun. I got within 780km tonight. PS This really improves your rocket efficiency.
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