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Geckgo

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    Spacecraft Engineer
  1. Might want to look at the last page of KWRocketry. Configs were posted there to fix an issue with placement nodes in the wrong spot (MM config). I haven't tried to use this part in .25 yet though I have the mod installed, and I'm not turning ksp back on tonight, going to bed. lol, ksp was still open for testing KW. Tried the part in sandbox and worked fine. using nix.x86_64
  2. It's funny. The "blue circle" I believe is the kerbin sky, cause I get clouds with EVE installed. The odd thing to me is... every once in a while on .24.2 my ksp would lock up and do this at random times after running for a while. Never as crippling as it is now, but possible this is a persistent problem from .24 that just got worse, like a pimple that just headed out. Don't know if anyone else had this issue on .24.2 but since it was almost the identical problem... I just never would have suspected this mod. I'm inclined to blame infernal robotics for just about everything, lol. But that seems to be working fine now-a-days.
  3. Meta, if you get into trouble unlocking the tree and don't want to edit a persistant file you could always put custom biomes on there. Expands your chances for science a bit.
  4. Setting mine up right now. Sorry to see that this thread hasn't gone further. Running RemoteTech and Life support on 24.2 I found that balancing funds started to become an issue if you launch a lot of stuff outside of the missions availible, even with fine print, so I'll probable tune up the funds, but this will be my first no-revert save, so expecting to lose some cash that way too. Can't wait for KAS and KW to update so I can toss them into the mix later on. I think if your space program is running good then there should be a feeling of sandboxyness, while a couple crashes of big ships can really still set you back without revert. Prolly going to hover around the easy settings just to even out all my mods and extra side missions. Set all my money stuff to 200%, including penalties, and only have allow stock vessels and quickloading checked. Starting funds 250k and 0s on rep and science.
  5. I've been clicking the refresh button for a couple hours while working on other mods, Thank you so much for updating, now back to testing and completing my mod list.
  6. I'm wondering too. According to what I've read it should work fine. I'll probably do a quick boot after I install it and report back if I have a problem. Already so much going on and TACLS is going to give me trouble I just know it. I would think this one should be fine though. I stand corrected.. all my other mods are working together happily, but when I install DebRefund, start new game, place pod in VAB and launch the settings get all messed up and the game glitches pretty hard. Guess waiting on a .25 update before I can use DebRefund. Must have something to do with the new systems they put in for career mode.
  7. 6 parts.. I AM impressed, however without life support that would be impossible in my current save, lol.
  8. I don't know if the OP is still interested in updating this, but wondering what it would take to make some 3.75 and 5m parts, probably double thick for them would be required, or just scale them up all the way around? I'm not very good in blender and haven't been dedicated to learning it lately, as I have about a billion other interests that consume my time when I'm not at work. Is it possible to just scale up in the config files? --Nevermind, I was scrolling through and saw that a___gun has resolved this. Thanks a___gun
  9. Just depends for me. I don't like reverting but especially for silly things, like grabbing one of my lift stages from subassemblies and the struts and fuel pipes get omitted somehow and I don't see it. Failures because of that I usually revert. I try to build unmanned "test" rockets but that gets spendy. This is a deep problem that I feel the career system doesn't really take into account. Progress through the early stages of ironman career go slow and can be tedious if playing without reverting once in a while. However my best saves often come when I don't. Yesterday I was launching a mapping sat to Minmus, the little com antennas failed in flight (though they were in a fairing) and then the sat got stuck in the fairing. burned the engine to break free, missed my burn for minmus, but eventually got it there and in the right orbit for that mission with 33dV left in the tank (started at over 2000). I was pretty proud of that. Today I had a stranded kerbal running low on life support and managed to get him off minmus by landing my entire starship (oversized service module) on minmus. Never would have tried that otherwise. Screw-ups are bound to happen and they can be frustrating but some of them pose interesting challenges, specially when using life support and RT2.
  10. I kinda suspected that there were leading to a "build your KSC" segment when they remodeled the KSC with all the fancy hexagonal interlocking pieces. Would be interesting if you were unable to launch a rocket of a certain weight until you trench and build a catwalk for the crawler to pull it along. OTOH, I wish there were other avenues they would have stuck to instead of scrapping them. I'll be happier when they go Beta and we start getting lots of new parts and tweaks.
  11. I name all my rockets and lifting assemblies in the sub-assemblies tab, and my payloads all have their own cute names. All my space planes are x# and sometimes a nickname, such as the X3MkII or the X5-Raven. I tend to name space planes after flying insects or birds. The payloads are named whatever cool name I think of at the time, most un-inventive like refueller II or Space Probe I. I have a series of similar ships that all have slightly different purposes but look the same (two 18t tanks with a ASAS in the middle) named SkyWolf I, SkyWolf II, etc. My newest rocket series is lovingly the SLS I and the SLS II. The I carries 50t payloads and the SLS II is for future 100t payloads. I haven't played .24.2 much but I usually follow all of this with starships that are sort of SSTO and eject their bigger engines before circularizing. They get star trek names.
  12. Just as a point of interest. Adding TAC life support to the tree causes an immediate conflict because it depends on battery power to work. Really made the first few decisions about which science to unlock a non-issue. And it reduces spamming of the science stuff early on. I'm sure Squad will run into some of these conflicts as they impliment more stuff. We probably have another structure change before KSP goes beta. That would be my guess.
  13. All good man, yea I hate that inflection and such never comes across on posts. Took me about 5 min just cause I wasn't sure where I wanted the parts and kept changing them This is probably my favorite mod. I'm kinda curious where the "career mode people" are putting the parts. I have mine spread over the T3-T6 construction nodes.
  14. I'm getting the twinge, would still like to get to the ice caps, so I'll probably need to put a liquid engine on top of my stack, lol. I'm also hesitant because I'm still picking mods and my TAC Life Support parts still need to be "tweaked" to fit in the tree. The less I unlock on my present save, the less work I'll need to do when I finish my mods.
  15. So, I reloaded .22 with some mods cause it was getting a little dull. Started a new game to avoid editing my persistence file. Got about 100 science points racked up and I just don't feel like upgrading my parts. Almost got the timing down for burning off empty rockets in a timely fashion and just got a kerbal halfway around the globe on boosters. I haven't even touched a liquid fuel tank yet. Now I'm obsessed, I'm going to get one of these little monkeys to the north pole and another in orbit before I do my first parts upgrade Anyone else have this fever?
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