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G'th

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Everything posted by G'th

  1. Hmm strange. I presume you deleted the old KW folder before installing the update correct? We may have to compare mod lists. Its very possible that its something else (because a lot of mods have specific settings for KW after all, and this update was fairly sudden so its reasonable to presume that pretty much every mod that affects KW in some way broke) is doing it, but it'd be hard to track it down without either installing mods one by one or just comparing mod lists. As I said, I have no real issues in my install right now. I'd also like to say, now that I've been able to actually sit and play with the mod, that the new Globe SRB's are as all hell.
  2. I had similar issues while I was testing mods. They went away after I deleted the two mods I mentioned above. (and of course did a full reinstall of all my mods in the process) It may or may not be something else causing it, but I haven't had any other issues since so unless you have a mod that I don't I can only say try deleting those two if you have them.
  3. Okay so for anyone having problems with the update, I found two mods that were heavily conflicting with this. They are Hot Rockets (and possibly Cool Rockets too) and Modular Fuel Tanks. Removing these two (or at least deleting the KW configs from both mods) fixes the issues like the engine exhaust bug as well as the issue I had with improperly scaled fuel tanks. (I was able to recreate it after installing MFT. Not sure what it did or why) Now I'm able to run x64 KSP with tons of mods, including KW with no issues other than the usual x64 bugs.
  4. I have a question. I remember there was a guy (or several who knows) that was able to rescale this to be 2.5m rather than the regular 1.25m. Naturally, I'm wondering how possible that would be to do myself. I think the way they did it was just a simple .cfg change, but I don't really know what would have to be changed within it to make that work. If it took more than that (IE, an actual model edit) I won't bother, but if it is just a .cfg edit, I'd definitely like the option.
  5. Yeah I didn't get the engine effects to turn off until I deleted everything, which did indeed include Hot Rockets. EDIT: Hot Rockets is causing the engine bug.
  6. Did a full reinstall of the Gamedata folder (IE, delete everything and start over). And after just installing KW it fixed the issues. (Though, is the new SPS supposed to draw from all Monoprop tanks at once? Doesn't seem right) I'm going to slowly reinstall my mods to see what could be causing the issues I had.
  7. Theres a few bugs with this, at least in x64 and possibly with FAR/DREC installed on top of it. Using any other tanks with this (I've only used stock and FASA tanks) makes those tanks go invisible partway through the flight. I'm also unable to interact with them. All of the engines have their exhaust effects constantly on. The 3.75m tanks aren't sized correctly. They appear as 2.5m tanks but the nodes are set for 3.75m tanks. The collision also works this way. I've also found that the nosecones are also incorrectly sized, though without the offset nodes. - And before its said, yes this was with a clean install.
  8. HOLY CRAP HOLY CRAP HOLY CRAP I didn't even think this mod was getting updated anymore! HOLY CRAP man its like .24 hype all over again. EEEEEK Immediate download from me.
  9. The more and more I look at it, is it that the trail isn't actually going straight down but just looks like it because there's no reference next to it? It seems to me now that that trail follows its orbit rather than a path back into the atmosphere. So the picture would likely make more sense flipped 90 degrees counterclockwise.
  10. So in my recent visit to Kennedy, I found myself pretty fascinated by a picture they had up in the Atlantis building. Specifically, it was this picture of Atlantis during (probably after) reentry on its final mission. Now, this piqued my interest, because if that trail is to be believed, then it would seem like the orbiter drops almost straight down for reentry, which doesn't seem right. Not only does it seem confusing as to how that would allow the orbiter to actually gain any horizontal speed at all (and thus be able to glide), but it also seems like it'd be a lot more dangerous than the way I presumed reentry was performed. So whats the skinny here? Did Atlantis really drop straight down like that, or is that trail not what reentry would have looked like?
  11. Yeah they're a bit different than how you may have imagined them when we first heard of them, but thats not necessarily a bad thing. A lot of them are actually puzzles you have to figure out. Like the SRB tests. I've had to do mine by strapping an expendable booster to the booster, whereas when I first tried I kept failing because it didn't occur to me that the point wasn't to use them as part of a normal mission.
  12. It works, the prices just aren't balanced yet.
  13. Just an FYI for anyone who still uses this, it works perfectly fine with .24, and in particular x64 .24.
  14. To be frank, the two do look awfully similar. Hell they even have slightly similar voices. And I'd say its more than a nod, considering Gene Kerman even has Kranz's signature vest on.
  15. I really wish there was a "Kerbal Aerospace Program" tech tree, where you have to achieve flight before you can go on to space. I mean, building a plane in KSP isn't actually all that hard, and it could actually be quite easily explained in a KSP style tutorial for the newbies. SSTO's are a bit more complicated, but they should be, and honestly SSTO's under a "KASP" type tech tree wouldn't be something you'd naturally attempt until you're into the rocketry part of it anyway. Learning to fly a plane is even easier. The big issue with it however is that you'd have to add a LOT of new aero parts to the game to make the aeronautic half of the tech tree as fleshed out as the rocketry half would be. It'd basically be Firespitter and B9 combined with some other bits and bobs that are still missing. But if you have all that, then you have an early game that'd be really interesting. It'd definitely give us a reason to explore Kerbin other than to just farm enough science to get the moons. With a re-balance pass on the Kerbin biomes (to accommodate the aeronautic nodes) and a multitude of new experiments, you could have an early game where you explore Kerbin, but don't have to waste countless hours flying to each and every biome just to get to basic rocketry. The way I see it, ideally you'd want to be able to just hit up may be 3 or 4 different biomes (there's about that many just around KSC) with the basic experiments you'd get (at various altitudes of course) and then you'd have enough science to go for rocketry, or for more advanced plane parts.
  16. Thoroughly enjoying First Contract. Playing with FAR and DREC right off the bat (along with quickload/save and the reverts turned off) has really made me conscious of safety for my kerbals. I've had several rockets break up so far and yet none have been lost! Success!
  17. The idea though is that KSP is about creating a successful space program. There really isn't an actual victory condition because successful space programs don't just stop doing what they're doing arbitrarily. But space programs can totally fail, for a variety of reasons. And even with a lack of things to do in the stock endgame (there really isn't though if you're creative), you still have to remember that KSP is still in the stage of its development where the focus is mechanics, not content.
  18. Contracts make career mode something that isn't just an arbitrarily restricted version of Sandbox mode. Right now, the only functional difference between sandbox and career mode is having to unlock parts, but once you unlock all the parts (which isn't hard) you end up with just sandbox. Contracts and Budgets will make the Career endgame more interesting. And while yes the default settings make money virtually pointless, its not like they said that what we're getting is going to be the final settings for everything. Besides, its been pretty obvious since they pushed the update back that budgets weren't going to be as deep as they could be. They only added budgets to allow contracts to have a bit more of a point.
  19. So with .24 coming....soon....I wonder what everybody is going to be playing. From what we know, there is now three different modes for KSP, one being the newly revamped Career, the classic Sandbox, and the new Science mode, which is basically Career Classic. I personally am going to be doing Career, hopefully with all the hardcore goody mods packed in. The more I learn about the new Career mode the more I realize that it'll be really really entertaining to play this game that way. So, what do you guys plan on doing for .24?
  20. I'd say its harder to just build a successful plane (that behaves like a real one anyway) moreso than it is to make a SSTx version.
  21. My worst failure was during the latter part of what I called Operation Trident, which had the objectives of exploring the Mun, Minmus, and the entirety of Kerbin's SOI. Unlike my Mun missions which followed the Apollo method of things, where I launched multiple missions to the various biomes, with Minmus I decided to do an all-in-one mission. I sent forward a compact space station (with the life support supplies for the entire mission) as well as a couple mapping satellites. This segment of the mission went off without a hitch. For the manned segment, I decided to use one of my newly created SSTO spaceplanes to ferry the mission crew to the station. That segment, also went off without a hitch, and so did the surface exploration. Once I was finished, I packed up the science in the plane, de-orbited the station, and blasted off back towards Kerbin. Now, here's the kicker. Unmanned testing told me already that my plane couldn't survive reentry direct from Minmus. So, I included fuel reserves to ensure that I could reestablish LKO prior to reentry, which I did. However, during reentry, my plane, against all odds, broke up. Half of it exploded due to heat, the other half was torn apart by aerodynamic stresses. The parts that survived slammed into the mountains behind KSC. It was a real shame and it actually made me stop playing the game for a while. Mostly because my last quicksave was in the middle of my first Mun mission
  22. ^ That actually gives a me a neat idea where you could be contracted to be the mission controller for a pre-built mission. Basically it'd be scenarios integrated into the contract system. That'd be neat and if varied enough it could be a refreshing thing to do after binging on explosions.
  23. Started a new career mode today to get me used to using smaller rockets (rather than Space Shuttles and Saturn V's ) in preparation for .24. Got up to where I was ready for my first Munar flyby, and I ended up having a break-up mid flight. One of the SRB's snapped off of it decoupler at ~10km and it rammed right into the rocket. Luckily though, some science did come out of it as the two Materials bay and my thermoter survived the break up. What could have been a several hundred science mission left me with only 45, but it was enough to get a node. So, no space, but success!
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