captainradish

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About captainradish

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  1. I've known about those issues for a while. The issue I was having was with the stock radial goo experiment. It works a lot better after having removed the animation mod. Honestly, the only reason it ended up on this thread was because I initially attributed the problem to Bureaucracy rather than ScienceAlert.
  2. Yep, I have the same issue here. It appears to also affect the non-Dmagic Dmagic science such as Probes Plus's magnetometer booms. EDIT: you can ignore me. I somehow skipped an entire page of the thread (that you already commented on this exact problem). :p
  3. OK, it is in my game too...after a little bit. It doesn't appear to reflect what science I picked up on, say, the previous launch. It's a little odd, but whatever. EDIT: OK, it appears to be some kind of odd issue with ScienceAlert and how it reacts with DMModuleScienceAnimateGeneric. Basically, if I set ScienceAlert fire certain sciences they don't animate correctly and even though the game says I have the experiment I actually do not. If I fire them manually they DO work. Weird. So basically, it doesn't appear to be an issue with Bureaucracy at all.
  4. Yea, the A-2 tanks and the A-3/5 tank are at 13000 each, which makes it impossible to use in early career, unfortunately. Also, I didn't have the launch rails spawn in my game, although it may be due to my mods. I'm unsure.
  5. BTW, this mod is an awesome successor to Monthly Budget. About the only thing I wish was included is a "science generator" like what MB had, although I never used it because it inexplicably decreased my reputation pretty dramatically. That being said, it's not a terribly big deal whatsoever as science is not hard to find. This mod DOES make my early career quite long as I have to wait for a fair bit of time for my science to unlock. Also, any science record keeping, such as [x] Science! or ScienceAlert has a bit of an issue if the science its looking for is still in the queue. I initially thought there was some kind of odd problem as it kept telling me I hadn't gotten a science project I was 100% sure I had. Not a problem for you to fix, of course, just an oddity you may want to make a note of.
  6. I'm running Beyond Home which has (as far as I can tell) a slower day. What I've discovered with that is I have my monthly endings at somewhere around 45 days or so rather than 30. This mod doesn't seem to count days but some other measurement. It does make my campaign quite a bit longer than I'm used to.
  7. The A-2 is REALLY expensive. I chopped two zeros off the price on each part, which puts it at about the stock prices.
  8. I'd say yes, as the Merlin 1a has the same mount and a larger engine. On a side note, I actually started checking out what's included in this and I came to the conclusion that I can remove BOTH Tarantes AND Bluedog from my install. I'm not going to deny that those two packs are both wonderful and quite detailed, but really the only thing I can build from either that I regularly used that I can't from SSTU is an Atlas-style rocket (1.5 stage to orbit) and honestly, I'm not really sure I can't. I've been really experimenting in sandbox and have managed to build a passable N1, a quite reasonable Soyuz, and a pretty much dead-on Apollo. Really, the only glaring thing Bluedog has on you is the Gemini stuff (2-manned capsules and accessories) and small landers. This pack is uncanny in what you can do with it. There's even a fair chance it'll supplant Station Parts Expansion. What would be the icing on the cake would be if you could use the station parts alongside Roverdude's OKS mod. I haven't played much with that so far, but as far as I can tell these parts have stock functionality only ATM. EDIT: They DO increase the base habitability, so there's that. They need to be combined with OKS parts and, unfortunately, OKS parts generally work better. Still, since OKS/MKS are really intended for permanent stations, the SSTU parts do have a niche. I love the station parts and REALLY love the DOS-style station cores and parts. Being able to build seven space stations that actually look different is uncanny. I love the different solar panel designs. This pack is awesome and I really wish I had discovered it long ago.
  9. One issue I just found: the "starter" orbital rocket (LR81-8048) doesn't come in a single-nozzle 1.25m configuration. The 2-nozzle one does, though. Is this intentional? EDIT: I discovered it's just the mount that has no 1.25m configuration. At least one of the others does.
  10. I had a mod up until I went through a mod culling that had a very nice feature: when hovering over a part it told you what mod that part came from. Unfortunately, I have absolutely no idea what mod that was. I'm sure someone here can tell me, though!
  11. Now this shows quality. Most authors would have made it a hard 30-days and called it done. This mod actually has a formula for figuring it out.
  12. Just wanted to come here and say this has very quickly become my go-to rocket pack. It's pretty much replaced every other generic part kit I've been using. It's great and I love it!
  13. Out of curiosity, how does the mod calculate a month? When playing stock it's roughly 30 days, but I'm currently playing Beyond Home and it calculates a month as about 65 days. There's nothing at all wrong with that, I just find it interesting.
  14. You know, I've been wondering why the Soviets developed a totally new rocket for their moon landing when they potentially had a rocket already in the Proton. Is there any known reason why they didn't?
  15. OK, makes sense. It's not *exactly* free science, though. You're still paying for it. In many ways, it's better than the vanilla way of gaining science as it is much more realistic and extends the game greatly. I mean, normally you can potentially get to the moon within the first week.