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Zerro

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Everything posted by Zerro

  1. Yes, need an update. Yes, this should be stock; encourage builders not to litter Kerbin and the galaxy with expended stages
  2. Thanks MeCripp. I haven't tried the other docking ports yet. I didn't really want to invest anymore into this station until I solved this problem (don't want to strand anymore Kerbals )
  3. Greetings, I have Ship Manifest, Connected Living Space (CLS), and Fustek station parts installed. I put a space station into space but I am unable to transfer crew members between modules. For convenience, I placed the RCS fuel cells between the docking clamp and habitable modules. Am I not allowed to have non-crew parts between the the docking ports and crew modules? Below is a pic of my station: (The radial module is my TAC Life Support and AUX Battery module) Also: I am unable to EVA my crew members from the station Thanks for the assistance.
  4. Greetings, Every time I build a vehicle in the Spaceplane Hangar and press the 'Launch' button, my game just locks up and stops responding. Here is a list of the mods that I am currently using: https://docs.google.com/spreadsheets/d/1DTCXR74_k3eHI9egNVBWga9p5j16ceC_s9xNxW5Aod8/edit#gid=0
  5. Greetings, I was wondering how are you supposed to complete this mission? I have the Plant Growth module and a Science Lab module. I managed to get to 100,000km orbit. I started the research but nothing happened after several hours; only generated Eurekas
  6. Well I re-installed KSP and dumped the following mods: Chatterer SpaceplanePlus TAC Fuel Balancer Game seems to be loading fine (haven't altered any game settings yet. I wonder if switching to a higher res will affect this). Debating whether to put SpaceplanePlus back in. I don't normally mess around with spaceplanes. I'm also unsure if TAC Fuel Balancer would add anymore value to my gaming experience
  7. Well I will definitely try TAC. So far I added: 000 Toolbar Chatter ConnectedLivingSpace DeadlyReentry Debrefund Engineer Redux Fineprint Firesplitter Fustek KSPX KWRocketry MechJeb2 Mobstats ModularFuelTanks NavyFish Nereid NorthkeSerCom OpenResourceSystem ScanSat ShipManifest SpaceplanePlus StationScience ThunderAerospace Treeloader WarpPlugin ModuleManager v2.2.1 I keep on getting an error 'Too many heap sections' (using Vista64bit) after the game loads 40-60%. Any suggestions on how to fix this problem?
  8. I was wondering, how does TAC compare with Ioncross?
  9. Thanks! The list looks great! I removed BTSM Any reason why KSP says that Kethane is incompatible? Do all the mods appear in career mode?
  10. Greetings, Last time I played KSP, there was no Career Mode. I was thinking about getting back into the game but have been out of touch with the modding world so I was wondering what is still good and compatible out there? So far I was thinking about: B9, KW Rocketry, Better Than Starting Manned, MechJeb, Kethane, Station Science, KSP Interstellar, Lazor Docking Cam I was also wondering what mods you people recommend? I like having more variety when choosing ship parts. I really like spacestations and probes; I believe I used to use Kosmos so I was wondering if Kosmos is still around and if there are other cool spacestation mods. I like the idea of having to think about life support and I was considering either Ioncross or TAC. And I was just wondering what other cool mods you think I should look into to improve my KSP experience. Thanks for the advice
  11. You could create a thread that acts as a repository for all spacestation type mods
  12. I definitely look forward to seeing more from FusTek and your interpretations on what life support should be like for the game. I figured out the CFG. Wasn't too hard and IonCross had a support file that I used to copy life support info to your modules. Thanks for the help and keep up the great work
  13. Okay. I never actually edited a cfg file before so how do I go about doing that and where would I find them? Thanks
  14. Greetings, Mod looks sweet and can't wait to try it. Just have a couple of questions: Does the docking module actually act like docking ports to dock with other modules/ships or do I still need the stock docking pieces to dock with FusTek pieces? If I do have to use stock docking ports, then how do I go about EVAing my crew when the hatch is obstructed by a docking port? (Crew Manifest seems to solve the problem but just curious if I didn't have the mod) Will this mod function with IonCross life support? I didn't see an O2/CO2 meter on the modules and when adding an IonCross part, the O2 meter never went down (Of course I was testing on Kerbin so maybe IonCross is able to suck in O2 if it's available in the atmosphere) Thanks
  15. Do I want to be exactly on polar or off-centered just a bit?
  16. Greetings, I was wondering what the best orbit/inclination is for satellites to scan planets for things like Kethane, ISA MapSat? Follow up question: Do satellites still scan even though you are focused on another vessel?
  17. I doubt my station had 500 parts and it was running at 5fps. Annoyed me so much because I just started working on it and there was so much more I wanted to add My computer is also pretty good. So what should I do? Anyway to mess around with the settings or is the only solution to use less parts? On that note, any suggestions on omitting parts but maintaining a cool looking design?
  18. Greetings, I was curious if there was a list somewhere or if someone could tell me what the stable orbit distances are for all the planets and moons so the planetary bodies' gravity doesn't suck the ship back down into the atmosphere (ie: Kerbin 100km) Thanks
  19. I'm not an expert but it seems like everyone uses the nuclear rockets for max efficiency
  20. They all look nice. Can't wait to give them a try. Is the 'BobCat Ind. Release' mod the one Scott Manley used in his Reusable Space Program? Also do any of the recommended mods have rotating parts to help simulate gravity and other cool stuffs?
  21. Greetings, I was wondering if there are any good part mods that add more parts for space station and planetary base construction? Kind of getting bored of using the same 3 stock parts all the time thanks
  22. Greetings, So far I've sent two satellites into Kerbin orbit. One uses the small fuel engine and the other uses the small ion engine. I noticed when I tried to circularize and/or increase that there was very little to no change in orbit and the maneuver required several minutes to complete. Of course I'm probably doing this all wrong hence the reason why I'm here So I want to send both orbital and land satellites to the other planets and moons in the star system. Is it possible to get them there on their own power or would I need a vessel to transport them? By the way, any other tips/tricks on flying probes & satellites? Thanks
  23. My station is at 200km I get lag too probably because of part count. I'm going for aesthetics and symmetry with my station than full functionality. Now my station probably DOES have many parts that I probably don't need for aesthetics (ie: RCS engines that were used for rendezvousing and docking) So I was wondering if there's a way for me to go into creative mode/cheat and just remove those parts so that I can reduce part lag? Or would I have to start over and relaunch the modules with less parts?
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