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Everything posted by cy-one

  1. Would be awesome and appreciated. I'm a bit bugged by all the "no LS mod installed" windows
  2. Is there a way to have RPM count Snacks as a Life Support Mod for those fancy Life Support Displays?
  3. Uhm. Downloaded ksp-win64-1.4.5.zip from the website 6 days ago. Downloaded Strategia_1.7.2.zip 6 days ago. Installed both. Play? I don't really understand your question, tbh
  4. I still don't really understand. The file shows the limits at 2,3,4. even if it's just a tooltip-error, shouldn't the building allow for 4 strategies?
  5. I'm a bit confused... I have the AdminBuilding on max, but can only use 3 Strategias (the Building itself on SpaceCenter even says 4). What's the issue? Even the CustomBarnKit shows 4 for the third level?
  6. Very happy to see this mod alive again... Especially since I'm just updating all my mods from 1.3 after being on hiatus for ages Thank you.
  7. Awwww, shame. Because those new cockpits and stuff, and those monstrous solar panels... that'd be a dream. Uhm.... dunno which version. I downloaded from your direct link and copypasta'd over my existing stuff. Works.
  8. Now it works, thanks Is there an easy way to make this work with mods like Near Future?
  9. That (wrong TRR) might be.... Do you have a link to the correct one, so I can be sure not to have the wrong one?
  10. Windows 7. So far, everything seems to be working... Just the windows don't shine
  11. Quick question... Would the EL-parts work as well if one only uses SimpleConstruction (which, imho, uses the EL-plugin)?
  12. Okay, that cleared it up a bit. Still got some questions, though: If I play with KPBS and MKS, what "advantage" would I have if I install your integration pack? You mentioned BS having outdated USI-LS patches... Does your pack provide more updated ones at the moment? While I do love the "plans" you have (better integration, resource-chain, etc) and really hope you continue this... What does one currently "get" here?
  13. I have a quick question, because I'm a bit confused. Is this needed for me to start a game where I want to use KPBS and MKS? What does it actually do (besides the stuff I saw skimming over the thread... stuff to actually make the two mods work together without using KAS to connect them XD)? When it comes to EL, KPBS and MKS, aren't they "balanced" towards each other already? Been a while since I played, and I want to get back into it.
  14. I'm a bit confused, what's the current state on this regarding KSP 1.2.2? Does it work or not?
  15. I have a question.The Waterburnerthingimajig (that sterilizes mulch) ... that's enough for one kerbal... For me, that's an incentive to use "actual LS-stuff" for larger colonies, due to the part-count being higher if I'd need 20 of those things to sterilize crap of 20 kerbals. Is that intended by design, so Soylent is only used for "small-scale" stuff? If not, could there be a larger sterilizer?
  16. What counts as beginning of a launch (aka, does "revert to launch" work?) and what counts as "end" of a launch?
  17. How does the "improve guess" improving over different launches actually work, btw? Would it have to be identical launches? What's the criteria...
  18. That was what GT came up with XD I'll try it out. 80/15 was way too low, the rocket was like 25° above horizontal at 15km height XD but at least now I understand how to fiddle with it. 100/10 worked quite well, but ended up with a 600+ m/s circularization... What would I need to tweak to lower that (ea, have craft fly "shallower" when nearing orbit)?
  19. I have some weird things going on. The last time I used GT (which was around 1.0.something), it flew a very smooth path that only needed a miniscule amount of dV to circularize. I am launching a something-around-30-tons-payload-rocket with 2 Mainsail-boosters and a smaller Cryogenic Engine (with supplied LFO-patch, so it's just a normal engine now) in the central 1.25m stack. groundlevel TWR is 1.5, dV is something around 4km/s. GT-settings were "improved guesses", although I changed the hight to 100km instead of only 80. After launch, the rocket goes straight up for a while (dunno exactly when) and then turns to something like 15° from straight up... I'm writing this as I pause on 27km height, the rocket is still at 15°, but has now throttled down to 50% or so thrust. The launch before, it continued that way until AP is at desired height... Than it created a 1500m/s circularization-burn. What's going on? "Straight up" (or nearly straight up) isn't really the efficient way to go, is it? o.O Edit: http://i.imgur.com/TAut29R.jpg MJ isn't running, I opened it just so one can see the ascend path better. I turned to GT, because the dev-version of MJ has... serious left/right (aka inclination) wobbly-de-wobbly and other problems right now... But GT isn't really working well for me as well.... Halp
  20. CE has a "CryoEnginesLFO.cfg" in Extras, which I enabled. Just wanted to point out the atomic stuff works differently, and I don't know how. in the KA-folder, there is no extra when installing via CKAN and there is no "option" via CKAN either (for the CryoEngines, there are options for SurfaceAttach or LFO). And within the /KA/Patched-folder, there's a lot of stuff that only seems to patch other things (like the Squad NERVA and other things). I'll download KA separately and see if the there's some kind of extra in the normal, non-CKAN-download.
  21. Great, now I feel double stupid you glorious stand-up guy if the EnrichedUranium is "the same" as the MKS/USI-one, I'll use that. I have 80+ mods, no sense in adding one more just for the enriched uranium... and if it's not the same, I'll make a post in the other thread asking for people's help what to change so it is the same EnrichedUranium. ... an Extras folder... I knew there was a drawback in using CKAN over manual install -.-
  22. I like your work, please don't missunderstand me there. But yeah, your "goals" often don't fit mine... But besides that, you and RoverDude do some of the most wonderful stuff in this modding community. When it comes to your engines... Weeell, we might solve to nonproblems (me not liking your mod isn't really a problem... :D) with one go. One thing that caused me to look for a "large advantage" in your engines was the drawback of not being able to produce fuel for it. IIRC, the enriched uranium in the large KA is the same as in Roverdudes stuff... Which can be produced by MKS, so that wasn't a problem. But the whole liquid-hydrogen-thing not being able to be produced via stock or MKS (at least I didn't see anything, but I can be stupid sometimes XD) was a huge drawback.... Soooo, if you could point me in the direction of that LFO/LF-patch (again, I can be stupid sometimes), that would alleviate both problems of mine... I do love your models, and i would like to have them on the butts of my crafts
  23. Cryo: But if the DV and Payloads are the same, why pay more for a larger rocket? Atomics: Yeah, i noticed that too... KA doesn't seem to work with stock balance, and introduces it's own balance by rebalancing the other competitor. For me it seems it's more for someone who wants more realism, not necessarily functionality.
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