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About capi3101

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  1. A koan has the Buddha-nature if and only if it doesn't contain a Kraken. (Curious how many of you out there will get the reference...).
  2. I wouldn't say Mun roving is boring, per se. Dangerous as hell (especially at night), frustrating, taxing, prone-to-drive-one-to-drink-heavily, yes...still beats the living hell out of trying to drive on Eve. I find Tylo to be a surprisingly fun place to drive (if you can get down there intact, of course). You can get up to 50-60 m/s out there without worrying too much about the terrain. From someone who's been driving in KSP since 0.19, I'd chime in with the basics. Make your rover low, make it wide, make it sturdy, and have a plan to right the thing/repair things when something inevi
  3. Have you looked at the WBI Buffalo mod? There are some parts there designed for submarines (by which I mean trimmable ballast tanks), and Angel15 has an example craft with the mod, though I haven't done the necessary work to grok how it works.
  4. Seeing the same, though I'm only getting the error message for the Guppy. The mod still works regardless of the CKAN error message, so I'm ignoring it happily. Only started showing up when I updated to the latest CKAN version so I imagine it's a problem with CKAN.
  5. Xenon Gas is a requirement for the drive's operation; you can expect an RUD if you try to use it without Xenon aboard. Intentional - not a bug. Not sure what could be causing the pixelation issues y'all are seeing. Of course, when I use the drive I don't time warp, but then again I've only used it for intrasystem travel to date.
  6. Alright, quickie tutorial; let's see if I can help out. 1. Make sure that you've got a good RCS setup in the VAB. You can dock without RCS thrusters but it's a far sketchier process. If in doubt, grab the RCS Build Aid mod - it's not only good for making sure your RCS setup won't cause excessive torque, you can use it for spaceplane design to see what your center of mass is going to do as your fuel drains (an essential bit of knowledge for stable flight). 1A: Control wheels also help to mitigate torque issues, though not as much as proper thruster placement. 2. Upon rendezvous
  7. If it makes any difference, I'm currently using MM 4.1.4; last I checked Pathfinder was shipping with an older MM version. Should I try rolling it back?
  8. Got a bit of an issue using Pathfinder 1.36.0 in Classic Stock Mode with KSP v.1.10.0. Problem's with the Blacksmith again; the crafting formulas are all showing up requiring Material Kits but I have no way of making Material Kits in situ anymore. I had thought to use the native OSE parts to manufacture them and that strategy worked for a time, but now even they are making Equipment... Any kind of configuration file patch I can use to either a) get the OSE parts making Material Kits again or b) change the crafting formulae for Equipment instead of Material Kits?
  9. It's called "the thread's been around since version 0.19", and in that 6.5 years and counting slice of KSP history, folks have done seven impossible things before breakfast on a nearly daily basis. Incidentally, this is not the first time it's hit 2200+ pages...I think it was up to 3000 at one point before the last forum software migration. Fewer posts per page and all that. There have also been attempts over the years to start a new "whatcha up to" thread; they get merged into this one per forum policy. You know, because this one was here first.
  10. Can be, yes. Sucks worse if you're subsonic the whole way...that's usually when I use the Atmosphere Autopilot mod when I'm ready to cruise and crank up physics warp to x4. It's still boring, but at least it's not the real-time level of boring otherwise... That mod's worth it if you fly a lot, if even for its fly-by-wire alone. Seriously.
  11. Just upgraded from 1.22.1 to 1.24.0. I'm getting a message when attempting to load my 1.10.1 career save about parts missing from my various deployed craft - specifically the Appaloosa Block 2, Colt and Mk1 Docking Port. This after a full purge of the 1.22.1 directories and clean install of 1.24. Here's the log file from the last attempt; not really seeing anything useful there. I'll roll back a bit and see if I can get the save to load without the error message coming up. Definitely a concerning issue since I don't think I've got a single craft deployed right now that doesn't include at least
  12. No problem. Also note that when you go to use the drive, you need to make sure to not have the Exotic Matter generator turned on at the same time the drive is active - that power requirement of 10,000 EC/s for the XM generator is no typo. I can usually pull that amount of power with eight Gigantor solar panels in close proximity to Kerbol around 1.6 Gm. The drive itself doesn't require all too much power; several active Fuel Cell Banks ought cover it. This is assuming you don't have access to more advanced (read: non-stock) power supplies; if you do, the power requirements are much higher
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