waerth

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Everything posted by waerth

  1. Hello, Love your mod. I have been busy privately in making a new techtree (for years now hahahaha). Starting from Balloons (kerballoons) to the last tech I can find on this forum. I was wondering if you would ever do the Aggregate A1 to A3? As they would fill the gap for sounding rockets nicely. Now I am using USI Sounding Rockets but it would be nicer to have a more classic analogue. Good luck and thanks for your efforts! Waerth
  2. What is the other pack you are working on? Please tell me it's early rockets basically filling von Braun's and Goddards early rockets before the V2 :p And maybe probes thatsend animals into space instead of Kerbals lol. regards, Waerth
  3. Hello all. A quick question. I am trying to give a part from the Making history expansion a new place in the tech tree. Now all other parts go to their new place in the tech tree. But not that one part from Making History. See the cfg file: @PART[parachuteSingle]:FINAL { @TechRequired = startx } @PART[trussPiece1x]:FINAL { @TechRequired = startx } @PART[kv1Pod]:FINAL { @Techrequired = startx } It is the kv1Pod (that's the name of the config file). It simply wont move to it's new place. All other non Making History parts DO move (there are many more parts I moved around then the ones in the example. Is there some extra thing needed to make it move? I tried different versions for the partname and none worked (KV1Pod, Kv1Pod and kv1Pod). Regards for any answer
  4. In the past I managed to edit the tech tree through Module Manager. This time I am not as succesfull. It doesn't seem to work. I managed to add a node. I do not seem to be able to change the start node (or any other node). Here is my "code": //Custom Waerth //lines are LEFT RIGHT TOP BOTTOM @TechTree { @RDNode:Start { @title = I want this to change dammit @id = startnew @cost = 0 @nodeName = node0_start @pos = -3068,1199,0 } } Any suggestions as to what I am doing wrong?
  5. Which one contained the V2 rocket you (I thought) made?
  6. All I have to say is Merry Christmas / Happy Holidays to the devs, former devs and all great players. Have a great new year and lets hope KSP will reach new heights in 2017! Now move along folks nothing to see .... W
  7. Well I got 16gb to play with So theoretically this will end up creating 100,000's of objects once you add planet and moon generation ..........
  8. Good idea. Will these be compatible with OPM? W
  9. Thanks for having this idea 5 years ago. We will enjoy it for more than that ............. Ohhhhhhhhhhhhhhhhh noooooooooooooo the end is nigh :~(
  10. The Netherlands was part of Spain at the same time as Mexico once was ..... does that count as extended Mexican citizenry
  11. Well have a nice holiday guys (and girls) and come back in one piece. I guess they rolled out 1.1 so it would have more eyeballs to find them bugs .... Not complaining got soooooo maaaannnnnyyyyyyyyy hours of playable fun out of this game it was well worth my 25 dollars even if it does not get updated anymore. But it will get updated because it is a great development team, like Paradox (can I name a rival company), they care about their community! W
  12. His last visit to the forums was in september or october last year it seems :~(
  13. OPM and Transkeptunian combined with something else. You can even edit the planets orbits (I think, I never tried)
  14. Looking at his previous posts I think he is sometimes away for extended periods.
  15. I started tweeting the results of my current save as I have achieved a lot. I am planning on also updating in the forums in the future depending on time. Sometimes I have a lot of time for weeks. Sometimes no time at all. I am planning a more serious reboot by the time the Unity port is done as I can then use more mods . For now please have a look here on twitter: New Kerbol Space Exploration Initiative I am very bad with logo and other designs currently looking into that. Maybe I could repost the tweets here .... hmmmmmm
  16. Amazing. You will also have resource consumption (like power) being calculated constantly even when vessel is not in use by the player? That would be great! Walter
  17. The reason why in all of my gaming I usually stay (far) behind the curve I am waiting for 1.1.x before updating W
  18. Hadnt thought of that. But you should change the text of the contract then as it is very confusing now. It says an orbit of "at least" which implies everything over that will be fine! Should be "precisely" instead of at least. W
  19. Hi I am having issues with the orbits. It says I have to attain an apoapsis and periapsis of at least 2868000 .... I currently have periapsis at 2869000 and apoapsis of 2872000 but it wont recognize it . It simply doesnt fire. Inclination is .313 degrees and eccentricity is .0004 orbital period is one day 40 seconds. The navcore is correct correct frequency all else is correct but it never seems to want to put the orbit parameters in the green. At most I get one in the green but only temporarily EDIT: Well I solved it. For some reason Apoapsis has to be exactly 2868... and Periapsis 2867... no margin for error it seems. Took a lot of burns to get it that precise
  20. Well finally after years of playing KSP on and off I have managed a lot of firsts in a game of KSP. It is all done in the past 3 days in my current career mode game. 32 bit version RAM usage at start up 3.0gb Following mods especially the contractpacks work nicely as I need funds for my missions, I barely manage to stay in the black :/ : * KerbolPlusv230 * Outer_Planets_Mod-1.7_Beta_2 * Trans-Keptunian KT v0.4 * Advanced_Progression_Contracts-4.5 * Agencies Plus * Aviation Lights 3.7 * BoxSat vA.02e * Chatterer 0.9.5 * Contract_Window-5.2 * ContractConfigurator_1.4.2 * ContractPack-AnomalySurveyor_1.2.2 * ContractPack-FieldResearch_1.0.5 * ContractPack-RemoteTech_1.1.4 * Contract_Pack_Unmanned_Contracts-0.3.10 * Corvus_-1.25m_Two_Kerbal_Pod-1.1.1 * Corvus Extras (May 26) * DMagic Orbital Science 1.0.3 * Final Frontier - kerbal individual merits 0.8.3-1361 * HaystackContinued-0.4.1.0 * HGR_V1.3.0 * HistoricMissionsPackv122 * Kerbal Alarm Clock 3.3.2.1 * Kerbal Attachment System KAS 0.5.2 * Kerbal Construction Time 1.1.7 * Kerbal_Joint_Reinforcement-v3.1.3 * KAS_Portable_Science_Container-1.3.0 * KIS (Kerbal Inventory System) v1.1.5 * Mission Controller 2 v1.21 * Mkerb_Inc._Science_Instruments-0.6a * ModularRocketSystem-1.7 * Munar_Surfaces_Experiment_package-4.0 * NearFutureSolar0_5_2 * OMSK_Space_Products-3.7 * Procedural_Fairings-3.14 * ProceduralParts-1.1.3 * ProtractorContinued-v2.5.1 * RemoteTech-1.6.4-XF - RT pack that lets you switch on of antennas etc. * SAS.Tuning.Fix.v1.0 * SaturnNovaTexturePack part of procedural parts. * SCANsat-12.1 * SmartParts-1.6.5 * Solar_Science-v1.03 * TacLifeSupport 0.11.1.20 * Tantares_-_Stockalike_Soyuz__More-28.2 * Tantares_LV_-_Stockalike_Proton__More-12.1 * Tarsier Space Technology with Galaxies V5.3 (caretaker release) * Thermometer-1.0.7 * Trajectories-v1.3.0a * Universal Storage 1.1.0.4 * USI SoundingRockets 0.2.1 * USI Survivability Pack SrvPack 0.3.1 * VNG-Parachute_1.2 * VNG-Plugin_0.7.2 * VOID 0.18.3a * Waypoint Manager 2.3.2 I played KSP for about 2 years now and only in the past few days I managed to: * Managed to land multiple Kerbals on Kerbin skydiving from orbit. They lost touch with the craft after going on EVA (happens often ) And I can never get the Kerbals back on the craft, I have difficulty with orienting them without navball etc. * Orbit and land unmanned probe on the mun, sorta, probe lost some parts during landing bit it is working (Remote Tech). * Orbit and crash unmanned probe on minmus (Remote Tech). * Build a 4 satellite constellation orbiting on 0/45/90/135 degrees orbits around kerbin at an altitude of 60Mm (outside minmus orbit, Remote Tech) capable of communicating with probes up to 50 Gm away. * Do a controlled launch to another planet! Duna for a flyby mission. The ship has more than 2000m/s left which is enough for a burn to Valit (Kerbolplus) after passing Duna soi while still ending with 1200m/s and in range of my comnetwork . * Build a plane that actually flies in a controllable matter. * Flew the plane to the island airfield, landed but overshot the runway, managed to fulfill the airfield contract. * As a bonus I managed to return with the plane to KSP and land it in one piece! Just not on the runway though. Have to work on my targeting although I parked it in front of the rocket launch site * Flew the plane to the pyramids and landed on an uphill slope. When I released the brakes (stupid me) again after standstill it rolled back though and crashed anyway, Kerbal was alive! *Kill only 3 Kerbals sofar and 2 tourists. Normally deaths would be 10-20 by now. And!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * I launched a Kerbal to the Mun and landed the craft flawlessly on first ever try (manned craft, unmanned tried before but never 100%)! Then had an EVA. Did science. Planted my 1st flag anywhere ever! Then I managed to return the Kerbal and craft to Kerbin. First entered orbit even and unintentionally landed at 1km from the pyramids with 600 m/s. With 54,000 funds my most expensive construct ever! I am not spamming science btw. So I am relatively low tech. Only a few 90 science nodes unlocked and 2 beyond for antenna's for long range capability. Future first tries will be docking, re-entering craft after loosing contact (kerbal on EVA), flyby of Eve and Moho. landing probe on other planet. All in all I am very very excited. And I will not download 1.03 as I am afraid it will break this brilliant save! LOL