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TinyPirate

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Everything posted by TinyPirate

  1. I tried "Eve Overhaul from 1-3-2015" and got... http://i.imgur.com/Ru7E3A9.png http://i.imgur.com/ECEFu4v.png Tried the Proot install and the Astronomer's Oblivion install and got the same issue, and not much in the way of any obvious visual change?
  2. Thanks for popping by. I took a clean install and just put the RSS folder from the first page (the clean one - and not the BoulderCo or RemoteTech/2 folders) into the gamedata folder. Added a new copy of Module Manager. Copied over the RSS version file and the RSS DLL. Game gets as far as loading Moho before seizing up. The Output_log.txt is small and you can find it on pastebin here: http://pastebin.com/DkBLUFDe It seems to me that this version of RSS needs someone to work on it. I hope it happens as I love the idea of playing in a realistic Kerbal universe!
  3. I've got this working up until it is Editing Mun 6/17, and then KSP crashes. I installed it and copied over the more current DLL and version file so the thing will run.. but SOMETHING is going on somewhere, to cause the crash. I'm guessing in the DLL... Pinning!
  4. PJF says if everything is working someone should do some magical thing with GitHub so that RP-0 works in CKAN.. https://twitter.com/pjf/status/550652419076399104
  5. Wow, really looking forward to this all working nicely to the point where I can figure out how to install it. I can get RSS .90 up and running, however, it doesn't seem to "enjoy" this mod working with it.. somehow. I get an inclined solar plane, launch sites in the ocean, etc - this is from installing RSS on top of this thing. If I install this later, then KSP doesn't like the mod and says RSS is incompatible. I'd love to have this working with Proot's lovely pack. And have all those delicious clouds and whatnot working on a real-scale Kerbal system.. *edit* oh.. I see NK and the OP had a convo above about updating this for .90 RSS. Awesome. Can't wait.
  6. Graduated failures would be interesting and might result in creative flying to get the job done - which would be fun. I'm imagining things like solar panels which won't stop going in and out, or get stuck at "half mast" (if even possible), and so on. - - - Updated - - - Also, I'm going to profile this mod for my series - I've been playing with it and it's pretty funny - however I have a couple of questions I'm hoping I can get answered before I make the video:1) One should recruit low-stupidity Kerbals, right? And how does this help? 2) How have you, the players, been dealing with this mod and its effects? How does it change how you play? Things like an escape tower now become essential, right (and I wish the stock one would clip on top of the chutes like some mod ones do)? How do you find the balance between "this mod just screwed me - time to restart" verses "woah, now things are INTERESTING!"? Ta!
  7. For anyone who missed it - I profiled CKAN for a little series I'm making. Love CKAN so much!
  8. Hi RoverDude! Been enjoying the mod. I've profiled it in a little mod series I'm doing. Hope you enjoy my terrible failures.
  9. Hi! I profiled this mod as part of a series I've started on the tubes called "2 minute mods" - feel free to use it/share it as you see fit.
  10. Hi, I profiled this mod in a series I've started "2 minute mods" - hope you find it interesting. Feel free to share it around!
  11. Any chance CKAN will highlight new mods that it picks up on a refresh? Any chance it will let us know when it has been updated soon?
  12. Two questions: 1) I have added the same KSP location several times - can I somebow remove the duplicates? 2) CKAN can be used to modify and maintain the mods across several different copies of Kerbal, right? I could copy the KSP folder off somewhere and use one copy for stock a one for, say, RSS, by adding the new KSP location. That's great if it is true!
  13. Oooh thanks! Now this is exactly the sort of info I need. Yes, Ions are efficient, but take. So. Long. and burning out of your interplanetary burn can be problematic as well, so a bit more power is ideal. It sounds like I should give a thermal rocket build a goo. As for landing - I was just going to chute the parts down (they would break into several sections on re-entry. I'm using MKS). It was getting there and circularising I've been most worried about. Yeah, an LV-thing would do the trick.. but I figure maybe my new toys are up to the job and so I should give them a go!
  14. Specific scenarios: 1) 10t or-so probe from LKO to a polar orbit on any body or ring Kerbol (I want to map and scan everything). 2) HEAVY probe (40+ ton - colony parts) to Duna or a nearer moon's surface.
  15. LOL - ok - so it will hit some sort of equilibrium at some point? .... lol. What a lot of flights I've put up trying to reduce heat to zero! Ta.
  16. Thanks! I'm going to have to have a look at your link! Ok, but specifically: ATTILA, Plasma and Thermal rockets. I can see they are high efficiency and I can see that they need power and special fuels (sometimes).. but, which sort of engine for which sort of use??? None seem suitable for atmospheric moves - so why would I use one engine over another to do orbital/deep space stuff? - - - Updated - - - Sorry, the link to the image isn't too clear - it's just above the picture. Editing..
  17. Guys, I have a reactor up and a TON of coolant, but we're still overheating - you can see the stats and station in the following screenshot. http://i.imgur.com/QgTLJGA.jpg HALP!
  18. Guys, I love this mod, but I'm lost on the engines. I've unlocked four in career mode and while I understand the principle (reactor, generator, engine, odd fuel) I can't figure out which engine suits which kind of craft and what kind of use. Yes, I've read the wiki and I can see the engine stats... they just don't mean much to me. Does anyone know of any good YT videos or writeups where people are using Interstellar engines and explain their logic, etc? Ta guys.
  19. Comments on tutorial/wiki pages: I would avoid using "construct" or "build", use "make", "made", "manufactured" where possible. When I read "build" or "construct" I think that somehow I'm going to invent a module that I will need to place in-world somehow. In fact, if I were you, I'd rename "construction parts" to ... something else. I don't know what.. How are colony supplies different again? Hmmm.
  20. Got ya, but those labs could be easier supplied and established on a low-g world!
  21. Rover, what is the Interstellar planet-based science stuff you referenced? I am not aware of it.
  22. Awesome, Rover! Thanks! Ok. So my thinking was along the right lines - a couple of satellite bases might be necessary (and fun!). It means minmus and other low-grav moons become quite desirable. I wonder if there is an incentive to landing and base building on Duna and similar then? I wonder if there are features to be added or resources one would wish from larger/atmosphere'd worlds.
  23. I guess I don't get yet how you start. Like.... Kethane scanners suggest that various locations have various resources and "x type of site is good to start in because y" (I don't know x or y). I am guessing Kethane and substrate would be handy as you can covert Kethane to stuff, and substrate for farms... But perhaps ore is better. Or minerals? Depending on site choice, what do you do next? Bring in some supplies? Bring in some bio materials for supply creation? TAC LS use would suggest getting a colony up and running robotically first. How many of x modules or supplies are needed to do y to support z Kerbals? Further, I know there are production chains and I can see how these will produce supplies of value (TAC guy is planning to change how his supplies are measured, by the way) but am I right that some bits of basses can actually produce new base components like new caps and modules to be deployed somehow? Lots of questions. I am sure it will become more obvious, but a guide to your first site and what it will need would be great.
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