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djnattyd

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Everything posted by djnattyd

  1. My page file is currently set to 14gb (helps in FSX) and there is no difference in KSP stability. As soon as I hit 2.8gb RAM, KSP crashes. Also, the difference in stability between DX9 and openGL is negligible for me at least.
  2. Love this mod but... Those engines, they're insanely fiddly to mount in a decent way and MY GOD they burn through fuel quickly.
  3. Is the scimitar supposed to overheat so quickly (as in less than 10 seconds) at full throttle or am I getting a conflict from Deadly Reentry?
  4. This mod is evil! There I was, flying a mkIV spaceplane up to orbit when the left intake became clogged. Used TAC Fuel Balancer to even out the remaining intake only for that one to become clogged. It takes a long time to flatspin from 38KM
  5. I fixed it by adding the OPT wheels to the @PART exception rather than the MODULE exception.
  6. Just dropped by to report that the OPT landing gear from the large spaceplane mod have sparks on the runway. Might be because the wheels use FSwheel instead of ModuleWheel.
  7. Ahh... I thought it might have been a design decision rather than a restriction by KSP. Never actually thought about that option.
  8. I'd love to contribute but I don't know enough about either modding KSP or engine profiles to be of use.
  9. It's highly possible that I've simply missed a setting but, is it possible for KCT to NOT add build times to recovered aircraft, especially if it exists as a saved craft? It's one of those things that's been bugging me that after building a successful plane I have to wait for KCT to build it again for a second flight.
  10. So far I've been sat for an hour and 45 mins waiting for ATM 4.0 to do its stuff. I have a feeling the load bar would have moved further than an inch if I was using my desktop and not the other halfs terrible laptop...
  11. You think that's bad? I've got a long haul prop-driven plane designed to complete a ton of FinePrint survey contracts that's gonna have to be grounded until the recompile arrives
  12. Nice! I'll give it a play tomorrow as its 1am here
  13. SAS Activate Launch Countdown Extended. Have it fire up the engines at T-8s. Wait till I hear "All engines running" at T-1 Then attempt to go to space without somersaulting through 10km because FAR.
  14. And here's me having issues running Kerbal Sized EVE with ATM. That sunrise is amazing!
  15. This is the entire archive as I downloaded it. https://docs.google.com/file/d/0ByGL27vfpnFqY0dTbDdtSGszdEE/edit?usp=docslist_api
  16. Answers: Yes - it's up to date as well. Yes. A metric ton of mods, however none seem to conflict with Ippo's DangIt!. ModuleManager is the version before the very newest one At the moment I'm not at home and using mobile internet. Yes, I still have the downloaded file sat on my phone, Link incoming next post.
  17. Is there a way to lock axis inverts to a specific profile? I'm using a 360 pad and have the Y Axis on the left stick set to inverted for my aircraft profile. Problem is, when I then switch to my EVA Ground profile, 'forward' makes the Kerbal walk backwards because the axis is still inverted.
  18. For some completely unknown reason all the props in the KAX pack have suddenly developed a thrust output of 5.0. Even with Hack Gravity turned on, they can't move anything.
  19. Well... I just got thrown into a flatspin when a jet engine quit on me. It was GLORIOUS! FYI, Module manager is throwing up an error in the RealChutes patch during the load up, I don't know enough about it to be able to identify what the issue is though.
  20. AlphaAsh for some reason all the location icons in the map screen have become black squares and the KS toolbar icon has become a white square in my install. The textures are there in the folder and haven't been altered in any way. Any clue what's happening?
  21. Don't get me wrong I'm not asking for it to return, I just wasn't sure if I had a bad install.
  22. I might be wrong, I'll have to look at my 0.24.2 install but I'm sure it gave something as a reward.
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