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Commissioner Tadpole

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About Commissioner Tadpole

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  1. What's an NVME, and how do I tell if a motherboard can use it? Due to getting a new CPU that is incompatible with my current mobo, I'll have to upgrade to a new one - a Gigabyte GA-A320M-S2H Micro ATX AM4, to be specific - and I'm wondering if it'd have a slot to put it in. Hey, KSP isn't the sole reason I intend to get an SSD for - I have plenty of other games that are extremely slow to load (Paradox games, heavily-modded Starbound, heavily-modded Fallout: New Vegas, etc), so there are still plenty of reasons for me to get an SSD ^^; Hopefully the 16 gigs of RAM would greatly hel
  2. Oh, neat! Still, I don't really think my current computer could handle 1.9, since it's already aging, and I was wanting to wait 'til I could afford a Ryzen 5 3400G CPU and upgrade to 16 gigs of RAM (versus my current 8 gigs) and an SSD anyway. And yeah, but the point I was trying to make is, if KSP 2 fails like 76 did, people would overwhelmingly stick with KSP 1 anyway
  3. You... do realize that there are several old games that still retain a massive fanbase to this day, right? Just because a new game is released, doesn't mean everyone suddenly abandons the old one. For example, there're still a lot of people (myself included) who continue playing Fallout: New Vegas and modding it to this day, despite it having been released in 2010 and two entire new Fallout installments (Fallout 4 and Fallout 76) having been released since then. Most fans of the Mario & Luigi franchise also greatly prefer the original 2003 Superstar Saga and 2009 Bowser's Inside Story
  4. Hey, I apologize in advance if this is the wrong forum to make such a thread. But I don't really know where else I am supposed to go to, so here I am. There's an old UI mod I'd very much like to toy with again, but sadly, I've forgotten what it was called. And no amount of Googling could help me find it again - all I found was a screenshot featuring a mod that seems to resemble the one I'm looking for, but the person who posted the screenshot never said what mod it is: Now, I'm still not sure if that screenshot is showing the exact mod I'm looking for - because, while it shows t
  5. So, I'm not sure if this is an Alternis problem in specific, but science experiments don't give me any unique flavour text. For example, if I collect a Crew Report while landed on Laythe, it only tells me something along the lines of "Collected data from Surface of Laythe," despite the mod having an actual configuration file for science definitions. Is it because I'm on Sandbox mode? I recall that restriction being lifted in a past update, so I am confused. Additionally, Distant Object Enhancement does not give distant planets their appropriate colours. For example, when looking at Eve's glowi
  6. I use a mod(KAS) that adds fuel hoses, trivializing the refuel process. You can see the hose part attached to the z4k battery in the side-view of my lander prototype. I play on Sandbox, so the tech tree is maxed out. The docking port does not need to be a Senior; the space station is not even designed yet. I made it a Senior port so I could attach it directly to the bottom of the lander without having to make adapters.
  7. I'm sorry for the late response, but: Yes, I did think of spaceplanes; I didn't choose them because I'm not exactly stellar in flying and designing spaceplanes, or planes at all. However, when analyzing the situation more closely, I do think that a spaceplane carrier would be more efficient than a rocket-lander, considering its higher fuel efficiency and precision. I just hope it won't be too extraordinarily hard to pilot(and perform rendezvous with the station)
  8. I've been planning to establish a long-term colonization on Laythe for a while now, considering so far the only non-Kerbin planet I ever sent Kerbals to was Duna, with a very lackluster base. Because of it being long-term, I plan to have a space station orbiting Laythe with two landers on standby, which must be almost completely reusable and be able to ferry at minimum six Kerbals from the station to the base(s), with maximum efficiency. With those restrictions in mind, and considering that I plan to keep the space station at an altitude of 150-175km(to make the rendezvous easier for me), I ma
  9. As there was no shown solution to the "ships teleporting inside Jool" bug, and the 1.3.1 update made my game crash with the outdated mods, I had no choice but to abandon that save and create a new one, HyperEditing my crafts back on Laythe again. (Trust me, it's harder and more frustrating than it sounds like; at least I could redesign the base to be more part-efficient and have some things I forgot to send) I managed to place it in an area that actually has trees, and boy... I see you added even more alien-like trees to Laythe. Compared to the trees that had golden rings or sunflowers growing
  10. Hi, unfortunately updating my mod from v2.0.2 to v2.1.1 caused all of my crafts on Laythe to teleport inside Jool and explode. What should I do to fix it?
  11. Can you continue with the Minmus & Company series? I need it.

    1. Show previous comments  1 more
    2. Clonos


      Oh. (Never thought you would reply lmao)

      Can i continue it in that case?

    3. Commissioner Tadpole

      Commissioner Tadpole

      Sure, feel free to, just make sure to credit me.

      And yeah, I haven't used the forums in, like, forever.

    4. Clonos


      Yay! I'll try to keep the old style, hopefully...

  12. @GreeningGalaxy The download link for your Kerbal Heads is down. It's a shame, I'd really like to get the Serious variant. I've also noticed that many other textures are outdated or also down, while the income of new textures is at an all-time low(the only reliable pack is the Renaissance mod, and it adds too many things I don't care for). I'd just like a good-looking pack of Kerbal heads for either gender(prefferably with non-bearded males, and females without makeup). Also, @Cosmic_Farmer I really like some of the IVA suits in this image showcasing your head mod - specifically the
  13. That worked. It's a little stiff and seems to want to stall at times, but I have that problem with all planes, so it's okay. Thanks!
  14. None of the solutions worked. Pushing the vertical stabilizer back hardly had any effects, while adding canards gave the plane so much lifting force that steering it even as softly as possible causes it to spin uncontrollably - and unless I'm very high up in the air, this'll result in me crashing.
  15. I've been planning to set up a base on Laythe, and one of the things I intend to send there are plane-rover hybrids to explore the myriad of islands across the moon. However, upon designing such a plane and testing it on Kerbin, it displayed severe flight issues, such as: • Flipping out of control when taking off - airplane must taxi at ~70m/s and make a jump, then shove throttle to 100% to accelerate quickly. It will spin out and crash when doing a conventional takeoff. • Easily losing control when turning around on the atmosphere - When turning around, it'll wackingly spin around a
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