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About Rabada

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    Sr. Spacecraft Engineer

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  1. Not sure if this helps, but FYI I tried this release out with a clean KSP 1.10 install (plus DLC) with the Beyond Home Planet Pack , which seemed to work well, and Galileo's pack, which I couldn't get to work. I tried running GPP with both its main, and its secondary configurations provided in the main dl. However either way, when KSP got to the main screen I got this message: "Kopernicus was not able to load the custom planetary system due to an exception in the loading process..." Here, Here, and Here are the log files that message said to post, in case you are interested.
  2. Hello! Does anyone have any tips for designing a craft to mine Deuterium and/or He3 from Jool? I could really use a craft like that for my current game, but I'm stumped on where to begin.
  3. So either I've found a bug in Realchutes... Or I've been using this mod wrong for years... So I earlier today I realized bigger parachute parts DO NOT have bigger parachutes inside them. I always assumed that, for example, scaling the RealChute Cone Double Chute part up from .625m up to its largest size at 2.5m would allow it to fit a much bigger parachute inside it and thus make it much more effective. However I tested various parachutes by attaching them to a heavy fuel tank dropping them from some launch clamps and I found out that chutes scaled down to .625m were just as good as 2.5m chute
  4. Hello! I just wanted to say thank you for all the hard work put into this mod. I haven't played a game of KSP with Interstellar since back when Scott Manley's Interstellar quest was still in progress. I have finally got a career mode game towards the end of the tech tree so I can start using the more advanced parts from this mod, and wow there have been so many changes. I used to be pretty competant with Interstellar back in .18, but now there is so much more content in this mod. It's going to take me a long while to relearn this mod. I had no idea that there was so much work done on here, and
  5. I did as well, I was lucky enough to discover KSP that day and I bought it almost immediately. it's good to know I'm not the only one with this problem.
  6. So I've been trying out this mod and so far it is quite interesting, but perhaps a bit confusing. I made sure to read through this entire thread (I didn't read the old one) but there are still some things I am not sure about. (Note I have been playing with the USK gov) 1: In the quarterly reviews they list "Public Opinion" and "Public Opinon after modifiers are decay" separately. My public opinion stat appears to be decreasing over time, while the public opinion after modifiers has been increasing. The same thing has been happening with my State Confidence. I don't understand what's goin
  7. I understand, and thankyou for the suggestions! I have not heard of either of those mods. Unfortunately, I looked into them, and neither mod fit the gameplay style I am looking for. Your mod was the closest that I was looking for. I really enjoyed the challenge of trying to build cost effective rockets so that I could get the most out of my monthly budget without having to worry about trying to find contracts to fit the activity I wanted to do (for example, build a station in Mun orbit), or having to do contracts I don't want to do to get some money. I really enjoyed how my monthly budget inc
  8. Is it possible to configure this mod to disable the budget caps? I would be happy if I could get a set amount of funds regularly after a set amount of time.
  9. Hello, I've had an odd error show up late in a heavily modded game. (too many mods for me to file this as a bug report. I could try to replicate this in a USI only install of KSP if anyone is interested.) I am curious if anyone has seen this before? I have a station in orbit of a moon with 2 counter rotating inflatable hab rings, and for some reason the rings are crooked. I've tried quicksaving and reloading, but the problem seems to get worse. Here is a pic.
  10. So I would really like for the wiki to have the converters listed for all of the applicable parts, so that I can use the MKS wiki as a quick reference for the numbers I need when I need to run some calculations. I went ahead and started writing some tables that I would like to add to the wiki to do this. I am very new to this, so I figured it would be best for me to post what I have finished so far here so that I can get some feedback and suggestions regarding formatting and anything else. This is what I have so far, for a couple of the Tundra Parts. I pulled all the numbers directly from the
  11. (I hope this makes sense, its hard for me to describe) My problem with the tech tree, is the way that similar items are splits across many different techs, and how that relates to the mid-game and end-game part of career mode. For example the 1.25m fuel tanks are unlocked by 4 different techs. This makes sense at the start of a career mode game, when you still have to worry about the 30 part limit for rockets in the VAB. For example, lets say I have a rocket with 30 total parts, 8 of which are FL-T200 tanks, so I unlock advanced rocketry so I can replace those tanks with 4 FL-T400s to reduce t
  12. Sure! That's a good idea, I would have posted it myself if I had the time to properly format it and add in other converters like the science lab and such. Thankyou!
  13. I believe that you are forgetting recyclers, like the RT-500 recycling Module. I was actually just did the math to figure out to balance the life support for a station I am designing so I'll copy what I figured out here. This station is intended to support up to 3 Kerbals at a time. If anyone notices any errors please correct me. 1 Kerbal = .0005 supplies consumed per second 3 Kerbals = .0015 supplies per second The RT-500 recycling Module will reduce the supply consumption of 3 Kerbals by 79%, (3 Kerbals) x (1 RT-500 recycling Module) = ( .0015
  14. That sounds awesome to me! While I have a very nice PC that can run SVE just fine, I much prefer the artistic direction of your mod. I just installed your mod and KSP is booting up as I type this. I can't wait to check out your mod! Edit: My impressions: So I ran KSP for about 20 minutes, I finished a quick mission to drop off supplies at my colony on the mun, and I took a peek at Duna, Jool, and Laythe. I must say that you have done a very nice job with the aesthetics of this mod! My framerate did feel a bit smoother, I'm not sure what it was before, but fraps says I was running a
  15. If anyone is interested, I made an alternate CommNet rebalance Configuration. I didn't like how OPM increased every antenna's range by a factor a 4, which I believe unnecessarily changes the balance of short range and early game communication. Instead, I increased the tier III tracking station to a rage of 2 Tm, and increased the range of the Communotron 88-88 and RA-100 to 500 Gm. With my config, and the tier III tracking station, the DTS-M1 / RA-2 antennas can provide a stable connection out to all the inner planets and Dres most of the time, and Jool if it is close to Kerbin. The HG-5
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