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Everything posted by Tassyr
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So yeah, I made a station. Docked several parts to it. A total of three mod parts (the smartparts mod so I could have a certain cone ratio for the adapters.) on the station and none on the plane, plus mechjeb. I finally figure how to make spaceplanes that can reach orbit. But now... when I dock that station and ship, this happens. And it's not like there's a colossal THUNK of impact, it's as if there's constant thrust being applied! Help? And I can't rotate the station any more, nor does it consume any resources. Help?
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Actually there's one big question. "HOW." I've been trying for about the last week using 0.90. I've tried using mostly stock, I've tried copying designs seen in the exchange, I've tried turbojets, rapiers and traditional rocket engines, combinations, Solid-state-booster assisted combinations... and I've come to one inescapable conclusion. IT IS (CENSORED) (CENSORED) (REALLY CENSORED) IMPOSSIBLE. Shuttle launch style craft freehweel like they're high-divers showing off before a big splash, things launched from the runway barely get off the ground or run clean out of power by the time they hit 25km, or just hit the ground like lawn darts. Am I insane or is there some magic trick I'm missing here?
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Finished construction on the KOSS: Kerbin Orbital Science Station. For reference: Red Segment: Fuel and RCS storage. Green Segment: KOSS Emergency Escape Unit Mk 3, Capacity 9. Capable of powered landing or parachute landing. Vertical Strut segment: Power generation and primary power storage. Vertical (underside) Segment: Science processing and research segment. Segment closest to the camera: Habitation and Command.
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You're awesome- I've been looking for those parts for days! Thanks so much!
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There was a mod I found a long time ago with alternate science JR and goo experiments; the goo was basically a canister that extended out from the ship, and the Science JR was a flat panel that slid open. I can't find them any more though; does anyone know where they were?
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It seems, after more testing, that it's happening to -all- my craft now. So I don't think it was just this pod. Now I have to figure out WHY.
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I may have run into a serious problem. I'm still using the 0.24.2 version because 0.25 shattered my mods. If I use the C-V3 "Operations Block," I cannot recover the craft. It'll splash/land/whatever, I recover it, the game acts like its' been recovered- and it's still sitting there. Help?
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Mosquito Microlight flyer. Max clocked speed in horizontal, hovering travel; 90 m/sec. Due to oversized solar panels it can hover and fly indefinitely on Kerbin.
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Question regarding x86 and x64
Tassyr posted a topic in KSP1 Technical Support (PC, modded installs)
So I've recently run into a RAM issue where... well, I have a lot of mods and KSP freaks out. If I installed the x64 version to increase the RAM available to the program, would I still be able to use x86 mods? -
So I recently installed a large amount of mods; listing them all would take a while but they include Mechjeb RPM Scansat KAS Universal Storage Tweakable Parts and more. Now for no apparent reason it's crashing to desktop if I try to start it. I have a whole mess of logfiles but I can't translate computer to English. Help? What am I LOOKING for? https://www.dropbox.com/sh/1cak1g8h6jh0txo/AADWs5sGxStwN4DzYn6vbIr9a?dl=0 here's a link to four of the logs if it helps anyone.
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Actually I THINK I've got the hang of flying it. And yeah, I know it's stupidly overpowered but I have this thing. Anything worth doing is worth overdoing. (And I have yet to attach the science and transmission suites) Also Duna has an amazingly thing atmostphere and I want to be sure as hell that it won't just drop through to the ground like a freaking rock.
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So I grabbed this and am experimenting with the fans. I'm trying to make something that I've been trying to make for a long time, but I need to know if it'll work. 1) does this fly on Duna/Eve? 2) when it comes to hovering/motion; how do I keep it from flipping around? I've got it set up perfectly symmetrical (4x) and it loves to veer off and flip around like a top at random. 3) Is RCS REQUIRED to be active for it to do things? 4) ... How do I propel it forward then? AKA: HELP! XD [edit] Now that I figured out what I was doing wrong, the only bit I need is confirmation that it'd work on duna and/or eve. XD
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Ah, apologies. I thought it was a criticism saying you didn't approve. I misunderstood.
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Ye gods, that's a dissertation. Yes, I know there are many biomes. Yes, I know I can do things on the launchpad to get a boost. I'm simply saying that in my opinion, the tiny returns are way too punishing- I don't want to have to run scores of missions around Kerbin and the Mun just to get my science up. Additionally, I don't kill my Kerbals. If I send a Kerbal up, he's coming home, no matter what. I like to think others play that way. If they don't, I doubt this mod'll make people commit mass Kerbicide. Also the 'multiple thermometer' thing is just bunk. Nasa sends a probe to Mars; it sits there and takes temperature readings over the course of a day. It's still just a flipping number, and sent back by radio. I think that's enough to justify my editing that. (Though ironically those WERE rerunnable from the start.) I can't think of a single thing that NASA would gain from having the thermometer in their hands, blinking "0 degrees C" instead of reading it from afar. I understand the logic behind making the goo or science kit not rerunnable, but I disagree simply because I think it's a bit too punishing to have an extremely large, heavy chunk of metal hanging off my ship that's now just dead weight. For reference, I'm not completely turning those into 1:1 ratios on transmissions, either. Closer to 3:4. (From 1:3 for the Goo and 1:5 for the Kit.) And, as with all mods, if you disagree... you don't have to use it.
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Well. Using modulemanager I have a .cfg file that allows the stock projects to be rerun. There's step one; Feel free to test it. https://www.dropbox.com/s/jkgxacfyed0ei7y/ScienceRebalance0_1.cfg