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Everything posted by Donziboy2

  1. taniwha, Never mind, download popup was coming up on my second monitor which was off.....
  2. Hey guys, running 1.2.2 ATM and was wondering if anyone has had issues with Mechjeb throwing NRE's with the Engines?
  3. So judging from the fact I just rescued a mechanic, I assume we have a chance of getting the new kerbals with rescue missions....
  4. If the ship is big enough then it will appear, I have been playing with Roverdudes Asteroid Recycling mod and have had to deal with insanely large roids and really heavy ships after hours of mining the roids, when I release the Klaw I seem to release the Kraken half the time. Even with cheats enabled(unbreakable joints and no crash damage) I have had ships fail and explode......
  5. Having some issues with the Emancipator. I can transfer fuel to and from containters to both MKS Reactors and NFE Reactors but I do not get options on the Emancipator and if I try to transfer fuel to the Emancipator from a container I get the " Selected part can't handle radioactive storage, exiting transfer mode... " Message. From what I can tell from the Emancipator part file it is missing the " RadioactiveStorageContainer" Module.
  6. Lol, this is fun, I found a 2.5Mt roid yesterday, to bad it did not have any K+ on it:P
  7. Looks like roverdude was no longer monitoring this thread after he combined K Plus with karbonite. I have opened an issue on Karbonite for the Scanner not working.
  8. I have had this multiple times now, sadly its a modded save, I even tried to find where they vanished in the logs to no avail. Now I just checked after just coming back to playing from a 1 month leave( I quit over constantly loosing crew/tourists) and one of my ships is missing it 20+ kerbals and I dont have any close saves.
  9. I installed the constellation pack. And I will now put on my dunce cap. I was using the USI drills, installed a stock drill and its working now... I still am not seeing how we can see what abundance the resources have per roid.
  10. I have tried setting it to 100% and waiting for a new roid to spawn in my test setup with no luck. I can only detect the rock resource and I have been unable to mine any resources from roids so far.
  11. That and the engines should pull more power then what they do. I would like to see them work at lower atmo pressures then they currently do also.
  12. Nice update Just wondering what I should use to get the 1K EC per large Electric fan.... Also am I loosing my mind or is this not mirrored? http://imgur.com/M3s46g2
  13. I have been playing around with VTOL SSTO's, its a PITA. You have to use the Honeybadger inlines or slap the ducted fans to the side of a plane which adds insane drag. The mass to weight is pretty low since you have to drag all the extra weight of the fans around. So far I have had no luck with large craft and VTOL on Duna. The fans don't even spin up above 4Km, so a large portion of Duna is not flyable. You also get very low thrust on Duna since the atmo is so thin(I saw 80kn from the largest ducted fan before my craft smashed into Duna's surface at about 200ms) [and that was in a valley]. IIRC you should only need to install everything that is with the FTT pack, I believe it is standalone. edit.. Quick test showed 22Kn at 2Km with the honeybadger inline fan on Duna.
  14. Nice additions, can I make a request? Could you backlight the letters or make the letters light up with the indicator?
  15. She flies pretty well, with a 45T payload + full tanks it leaves the runway at around 110m/s. Can safely land at around 85. I had to stop work on it due to issues with wing/engine sections breaking off right after I landed, as soon as I started applying brakes. Seems like Squad changed how part failures are reported and I cant seem to find the culprit part. Instead of failures I see what part exploded after it fell off and crashed into the ground..... I also ran into issues with vehicles inside the bays being stuck and unable to move. I may play with it more this weekend. Engines are Thermonuclear Turbines
  16. Testing it with the MK4 parts. Works pretty well.
  17. Got a few test flights in. Did run into issues with kerbals hitting invisible walls between hollow bay sections. I could fly out threw the top with the doors open but could not travel directly threw from one bay to the next.
  18. Im sure he will update it when he has time, its mostly a parts pack so it may work right out of the box. edit. OK so the mod uses Interstellar Fuel Switch and Firespitter, both of which have been updated already. So if you are any good at installing mods you can install both of those mods separately and ignore the packs included with the MK4 system. I will continue to play with the parts but everything seems ok so far.
  19. Kerbals wanted moar power so they ignored Biplanes mostly Biplanes appeared due to a retro phase in society that brought them back into favor.
  20. Erm, I thought air breathing engines did not work on Eve......
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