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komodo

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Everything posted by komodo

  1. I get this on OS X (Yea, I know...)... Turning the rendering quality to 'fast' seems to fix it up though, for me.
  2. Loving the new panels! Thanks for your hard work. (And I know what you mean on time: June can't come fast enough ><)
  3. I don't believe it will aid your FPS particularly much, but someone can correct me if they know for certain. Have you tried lowering your render quality down? I get FPS slowdowns due to the water shaders on anything higher than "Good" if I recall, (and that's even on an imac core i7 >< ) I haven't tried on my MBP mid 2010 in a while, though. With the summer coming up, I may try it again, but hopefully you won't wait on me! And yes, KSP is totally worth it, isn't it?
  4. Check your staging perhaps? I don't mean to be glib, just that i've had staging issues with this part since forever. Whenever I use it below the capsule, it automatically places tanks, engines, chutes, etc, all into one stage for me. (So helpful ) On the dv readouts of mechjeb and KER, if a engine/tank is in the same stage as a decoupler, it doesn't worry about their dV, as it's not going to count. Weirdest, i've never been able to figure out *why*, but i've not had a good chance to tear into it in a while either. If the staging is correct, I have no idea then. :/
  5. Urg. That's unfortunate. I recall the Goodspeed Pumps addon, I may see if it still works. I remember setting it up to pump fuel around in priority levels. Thanks Nathen!
  6. Hey all! I see that the new jets manage to drain fuel evenly from their stage, a very nice move on Squad's part. Is there any way to extend this behavior to the non jets as well? The behavior of draining tanks top to bottom has driven me insane since, well, since I noticed it. It really can muck with ones CoG on launch. (Barring that, is there any way you know to get them to drain bottom to top? I know, realism and all, but... just imagine creative piping, lets say? ) Thanks in advance!
  7. Uhhhh.... The king is dead, long live the king? I think we just need a few weeks/days until we're re-exploding things WITH STYLE again. Unless i've been misreading the above discussion?
  8. There is orionkerbin's snack pack as well, but it's not been updated In a while.
  9. I think ship manifest will transfer science around between parts, but I don't know if/when it's going to be updated to 1.0.
  10. If you can stand Russian, tantares is where it's at! Don't have a link atm because of being on mobile though
  11. Not certain,but I believe it "works", dispite the warning that is issued on startup? Not had a chance to test it myself yet though
  12. As far as I know, the established kerbal theory of MOAR LANDERTRONS!! Is at play here. That is, I've never had a problem with adding more for heavier loads. Shoot me if this isn't current though, it's been a while since I've used these. Stupid memory space issues, grumblemumble:p
  13. I find the HGR boosters provide a decent entry into this size, personally. They're a bit out of date, but they're just parts, so they work well still. Don't know how well they will tomorrow, though :/
  14. Nifty! You'll probably need a license picked out for the forum rules, though.
  15. I think it is a bit mad to rerebalance the engines for 1.0. I would take a wait and see approach to see how 1.0 and 6.4x scale together, whenever 6.4/rss come up to speed. It's partly the new stats that enable the 6.4 goodness, but the altered masses as well. We'll have to see how squad has balanced things out, I think. *resumes watching ksp tv for more tidbits )
  16. Ah, the FGB... I had not thought of using one of those to deliver the thing. Last one I sent up had a variety of monoprop tanks and rcs ports ><
  17. I've always wondered about the kvant; how best to deliver it? I know it has a top node, but it always seems hack-y to glue a stack separator to it and do it that way. How do you guys go about doing it?
  18. From the dev notes today, I wouldn't lose sleep on the issue; the lab module is changing functions in the new version, and the scientist Kerbals are going to be able to reset experiments themselves as well. Love the new stuff, it's really coming together as a full set of parts! Your dedication to improvement is an inspiration.
  19. A tool I've used in prior versions was this thing : http://forum.kerbalspaceprogram.com/threads/95072 I wonder if some of the math has already been done; in any case, your tool looks to be far more general in use! Thanks for the work, it's a darn sight better than my programming skills >< (and, make sure to work at your own pace!)
  20. I don't know why it wouldn't work on a Mac. I've had it running before. You may need to do a manual install, though, as I imagine the exe installer wouldn't work very well Disclaimer, I've not run this add on for a while now, but I've never seen an in game add on that is windows only.
  21. Looks neat and lightweight, my favorites! Good add on!
  22. The two do stomp on each other a bit. I've meant to go through and weed out conflicts for myself/ the rest of you, butttttt, rl. Sigh. I would start by pulling the two configs from stockalike if you're using it. It clears things up a bit. (One may be real fuels itself, but same issue). Then there is balancing the engines, hehe... But again, RL. Agh.
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