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Ringkeeper

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Everything posted by Ringkeeper

  1. i love chatterer Soooo fun. Without it its quit borring. And thanks to Gaiiden? for the links to the additional chatter. Totaly missed them so far.... *edit* hmm..the cendartalk dont load at all shame
  2. i know. But working with the ones in IR is at them moment everything but easy. You never know if attach that point which part moves or if the whole ship moves.
  3. why not both? I sometimes swear at my kerbals, why they just cant unfold a antenna or something similar....
  4. rails? gantry ? *looks on calendar* Its augsut, not christmas -.- *bounce around like a little kerbal* The last missing parts comming. Awsome.
  5. As far as i know the MapTraq is no longer needed if you use the 7.X version of ScanSat. So 1 part less And the BTDT is useless in space anyway as the range is 5km . Only if you build a rover with scansat modules its a problem. Btw: the tweakscale config is nice. Works perfectly, if you get the correct node on the bottom stack (well, and the ressource skyrocket but ok ). Then it doesnt sink into the hull. Is there a reason why on the solar panels is a % scale with this little range? If you would scale the sat to 5m the solar panels look tiny on 200% But i dont know(yet) how to change the .cfg . The only thing missing now is a mod which makes satellites usefull. ScanSat and RT2 are so far the only reason (yeah and a bit of science).
  6. why use the unofficial B9 repack from curse when you can use the official B9 pack for 0.24.2 ? The repack was only need until the official version was in work/at that time noone was working on B9 newest version
  7. With all your mods now, could you maybe make a Icon for the PartCatalog ? All your parts are already nicely sorted by PartCatalog but just with a "ugly" USI written and no nice icon
  8. Awsome :D A nice shuttle arm should be possible with this Foldatrons that fits into the shuttle bay without sticking out of it but still big enough to reach every point. Hope i can imagine a way.
  9. hi, i'm searching for a solution for a little problem i have. I build some landing guidence towers along the west side of the runway. Now the problem is, they are visible only from the usual 2.3km which doesn't help much. Neverunload has the problem with the craft falling through the ground at some distance. Lazor can load, but for all crafts always and can be switched only in the main scene Distant object enhancement might make them visible, but most likly won't make the lights seen. Is there any way to make them visible and functional? Would a realy strong light (if there is one out^^ ) in combination with DOE work? At the moment i use couple Aviation light for blinking which are not that strong, even on 2.3km. Thanks for any help
  10. the link for the manuel installation of the complete pack has a typo. hthttp:// <-- there is a HT too much.
  11. yes... but as all of your mods are pretty much a "must-have" and there are also some other nice mods that fit with yours its getting a bit tight with RAM Not to mention all the "also nice but not must" mods ^^ So we have to sort now all the "non-roverdude" mods out
  12. and the next mandatory mod from Roverdude I need a stable 64bit client.... *cry*
  13. now i have slowly to sort my mods ..... all Roverdude mods are awsome but i run out of memory (32bit)
  14. Awsome ship I guess the center is the transport container? Would it be possible to make it detachable so you can land f.e. an empty container , pick up a full one and fly away? Similar to this helicopter system? Or better say more like this. I'm not good at discribing, hope you get what i mean
  15. I just build a normal MKS base with a karbonite drill unit, converters for fuels/monoprop to refill landing supply ships. I use Life support. Here is a screenshot how it looks on 1776x1000 (window mode on a 1920x1080 monitor): As you can see, the list is way too long I guess we have to use the UI Tool "Crater" mentioned to hide stuff like Repairkits/Basicmachinery which you don't need often. I can't imagine what would happen if i would also have the Launchpad Mod -.-
  16. Even i like the idea of freight transporters for all the ore/substrate etc i fear the amount of resources, if used with MKS/OKS/Karbonite. Already now the resourcepannel is longer then the screen(1920x1180) xD Hope you have a solution also for that
  17. uuuhhh i already love the rockomax lights but now with solar panel? Awsome. Time to exchange parts on spacestation Now a rockomax with panels AND lights and it would be heaven Or like ObsessedWithKSP suggested.
  18. when does it make sence to take a mod and put it into the stock game? Thats the question you have to ask. FAR, Spaceplane , MKS/OKS, Karbonite, KAS etc are all nice mods, but nothing the major part of players use. You want to look for a mod that is used by a huge player base and simple enough that everyone, even the ones that barley reach orbit, can use and profit from. A company doesn't pay for a mod that only some players can use.
  19. if you dont mind to use other peoples work: Munshine Lifter Family Lifters with subassembly for 5 to 165 tons . I always use this.
  20. got a nice error today. Haystack: saving settings (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Vessel Munshine IV Debris was on-rails at 0.0 atm pressure and was destroyed. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component:InternalGetTransform () at UnityEngine.Component.get_transform () [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued+VesselInfoView.drawDistance (.Vessel vessel) [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued+VesselInfoView.Draw (.Vessel vessel, Boolean selected) [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued+DefaultScrollerView.Draw (System.Collections.Generic.List`1 filteredVessels, System.Collections.Generic.List`1 filteredBodies) [0x00000] in <filename unknown>:0 at HaystackContinued.HaystackContinued.mainWindowConstructor (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUILayout+LayoutedWindow.DoWindow (Int32 windowID) [0x00000] in <filename unknown>:0 at UnityEngine.GUI.CallWindowDelegate (UnityEngine.WindowFunction func, Int32 id, UnityEngine.GUISkin _skin, Int32 forceRect, Single width, Single height, UnityEngine.GUIStyle style) [0x00000] in <filename unknown>:0 (Filename: Line: -1) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) (Filename: Line: 404)[/SPOILER] The error continuous for some time , in the meantime the GUI is not displayed. After some time (10-15s) it comes back.
  21. i like scansat, i like the resource overlay and the maps. The only problem i have is to translate the position of a deposit/anomaly/whatever from scansat to the mapview/planetview. The map is detailed but the mun/planetview is not that much. I guess thats why people would like to have a overlay on the mapview. Makes things easier.
  22. and put the arrow on the doors, when they are closed. When the legs come out you dont need to know anymore where down is. But in VAB you need
  23. it looks like a docking washer from Infernal Robotics with a I-Beam and on that the KAS containers.
  24. a simple google will bring you to wiki Its explained there quit good http://en.wikipedia.org/wiki/SSTV . Where to find it in KSP ? On Duna , but as far as i know its gone at the moment (since 0.23 if i remember correct)
  25. With the arrival of Rosetta at the comet i wanted to share my little Rosetta+Philae build in KSP. Weight is 2.9t so nearly the same weight as the real one. The force of the stage seperater is enough to send the lander to the asteroid with 1.1m/s , similar to the real lander speed. Launcher etc not included but the ESA pack has a nice Ariane 5 included , otherwise there are also some stock ariane 5 found in the board. Pictures: Mods used: ESA Historical pack (solar panels) Tweakscale otherwise stuff would be too big Download: Dropbox *edit* If someone finds a way to make the hinges from robotics even smaller as normaly possible, please send me a message. Then i can build the lander legs correct. Thanks
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