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Everything posted by Myrten

  1. I'm having a weird issue which I've managed to fix by removing KerbalJointReinforcement (I'm using 2.4.4 version) Many of my planes\rockets are having serious problems with being rigid, take a look at this stock Ravenspear Mk.4 Large modded ships are even worse... Any idea how to fix this?
  2. Just keep it simple, don't go into hundreds of techs and I'll applause this
  3. Actually it was 60 km I wonder how guy from this clip managed to get it so big without his physics crashing, welding mod could have helped but still... Not sure if you saw this article but there is a lot of useful info there.
  4. It's certainly possible if this torus is big enough
  5. Just curious, is it visible from ground with Distant Object Enhancement?
  6. 0.24 is downloading Anyone got idea if I play now without KSPI and install it when it gets updated will my tech progression be fine?
  7. I've been thinking about 0.24 and KSPI, since 0.24 will allow to get money from resources recovered from ships landed on Kerbin then interesting way of making money in KSPI 0.24 could be farming antimatter and bringing it back to Kerbin . On the other side antimatter and Helium 3 could be now available at launchpad but very expensive
  8. Please give any estimates when we can expect release, I can't wait
  9. Do you plan to add any rotation\artificial gravity?
  10. I'm having serious problem with 0.4.7. Whenever I grab part from ship or take it from the container ship explodes. This never happened to me in previous versions of KAS. Anyone knows how to solve this?
  11. What for? To make game load longer? Small light-weight fix for lack of 3.75m parts in 0.23.5 is just what we need.
  12. I'm using 3.75 mostly for 3.75 reactors in orbital power plants. Assembling them in orbit without large number of reaction wheels is a nightmare as they take ages to turn around.
  13. Thanks guys, it works flawlessly. BTW Is it only me or are there no new stock 3.75m reaction wheels? I guess some parts from KW Rocketry will have to stay.
  14. Sorry for a dumb question, but in which file this has to be added?
  15. I didn't know that there is so much of useful info there, thanks for a tip!
  16. Looks great , automatic switch for thermal turbojet would be nice too BTW How did you get that Flight Data window? It looks like a MechJeb window but I haven't seen anything like this.
  17. Looks nice, now only thing we need is inline electric receiver BTW if you have problems you can take a look how thermal receiver + generator work, MechJeb works generally fine with them.
  18. Alright, it's nice that you keep certain level of realism in this mod. Another weird thing: 1.25m reactor has 25 units of tritium on start while 2.5 and 3.75 reactors only have 5 units.
  19. OK, thanks for the explanation, but why this effect doesn't happen in 1.25m and 0.625m reactors? 1.25m He-3 reactor has bigger output then 2.5m He-3 reactor
  20. I think it's a different bug since my problem happens even if there is no generator at all, pure command pod + reactor + radiator:
  21. 1)If you click on them you will be redirected to image hosting site and after clicking one more time there will be a full res version. 2&3)Even if I turn off all generators and transmitter this problem still occurs, it's about reactor itself as its type changes from 50 GW High-Q Tokamak to 4.3 GW High-Q Tokamak after clicking swap fuel.
  22. Can anyone help me understand why 3.75m Fusion reactor output drops from 55 GW to 4.3 and 2.4 GW when I swap fuel? Is this WAD or a bug?
  23. Thanks for the update , but since Nuclear Santa has to carry so much I'm pretty sure he would like to use 3.75m fusion reactors and 3.75m thermal turbojets