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Everything posted by Rockstar04
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Advanced Jet Engine (AJE) v0.3 tech demo Feb.12.14
Rockstar04 replied to camlost's topic in KSP1 Mod Development
How do you plan to include the different types of intakes that can be matched with the engines? Those would all have a major impact on performance. -
[0.23]asmi's ECLSS Mod (current version - 1.0.15) - Life Support Mod
Rockstar04 replied to asmi's topic in KSP1 Mod Releases
Hey @asmi I'm sure you will cover this when you officially release for 0.23, but this seems to be the only error I can find with it (when running 0.23). When going on EVA (with plenty of resources on the landing ship), the Kerbal dies instantly. [LOG 14:12:18.671] [Minmus Lander]: ground contact! - error: 0.000m [LOG 14:12:18.671] Unpacking Minmus Lander [LOG 14:13:26.143] LifeSupportModule::OnVesselModified [LOG 14:13:26.143] LifeSupportModule::WireChildModules [LOG 14:13:26.144] Vessel 'Minmus Lander': 1 modules found. [LOG 14:13:26.145] LifeSupportModule::OnVesselModified [EXC 14:13:26.148] MissingFieldException: Field '.KerbalEVA.Fuel' not found. [LOG 14:13:26.162] LifeSupportEVAModule::OnStart [ERR 14:13:26.169] Can not find extensions container for vessel Jebediah Kerman [LOG 14:13:26.170] Vessel extension is null - this is normal if this message is only displayed once [LOG 14:13:26.195] Out of oxygen, checking if reserve candles present [LOG 14:13:26.195] Out of air, kerbals will DIE!!! [LOG 14:13:26.196] [LifeSupportController::ProcessVessel] killing crew [LOG 14:13:26.197] About to kill vessel 'Jebediah Kerman' [LOG 14:13:26.198] Killing EVA vessel 'Jebediah Kerman'. [LOG 14:13:26.200] [kerbalEVA (Jebediah Kerman)]: Deactivated [LOG 14:13:26.201] LifeSupportModule::OnVesselModified [LOG 14:13:26.201] LifeSupportModule::WireChildModules [LOG 14:13:26.202] Vessel 'Minmus Lander': 1 modules found. [LOG 14:13:26.202] LifeSupportModule::OnVesselModified [LOG 14:13:26.203] [09:59:12]: Jebediah Kerman was killed. [LOG 14:13:26.212] LifeSupportEVAModule::OnDestroy -
So the most important question, were you able to do SCIENCE! before it exploded?
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[Carrer]: Electricity in low tech
Rockstar04 replied to 0x7be's topic in KSP1 Gameplay Questions and Tutorials
Guts spamming science would have had to unlocked solar and batteries (that happens pretty early), but for super early missions, I have seen guys use multiple mk1 command pods as makeshift batteries, just disable the torque on them. -
My thoughts on KSP money
Rockstar04 replied to KatzOhki's topic in KSP1 Suggestions & Development Discussion
There could be a penalty for not completing a contract within as set amount of time so even if you did this, it would come back to bite you if you didn't actually do the missions. -
Re-Entry "Radio Blackout"
Rockstar04 replied to plainawesome's topic in KSP1 Suggestions & Development Discussion
I dont think this really makes sense. We can see the ship we are flying the whole time, now if we ever get to the point where the kerbals can fly the crafts themselves then I could MAYBE see a feature like this. -
[WIP] FLEXrack - Portable Payload Racks
Rockstar04 replied to nothke's topic in KSP1 Mod Development
I was making a list of mods I needed to do a fresh KSP install, as soon as I wrote KAS4 I dropped my pen and searched for this thread! This is on my list of must-haves to start again in KSP. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Rockstar04 replied to JDP's topic in KSP1 Mod Releases
There is a button on the right hand side that says Download Zip to get all the files at once. Here is a link straight to it: Download NathanKell RemoteTech Fork -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
Rockstar04 replied to UbioZur's topic in KSP1 Mod Releases
I find welding in real life MUCH easier then welding KSP parts together, and I'm a programmer. . . . . -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Rockstar04 replied to JDP's topic in KSP1 Mod Releases
I would suggest throwing it up on GitHub! That way more of us can see how your progressing, give feedback and suggestions, and then you would have an easier time sending the pull request to the main branch of remotetech2 once its ready for primetime! -
I just wanted to say hello to everyone! I just started playing KSP a few months ago, have been playing with a ton of different mods, but just recently decided to try getting to all the planets with (mostly) stock parts then take another crack at some of the stellar mods out there.