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Wadusher0

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Everything posted by Wadusher0

  1. Oh. Yeah I normally use the pipes myself - I don't think I used the struts before. The pipes are fairly good structural pieces as well.
  2. If you press the link button on the strut you've right clicked it will, as the name suggests, link that strut with the strut currently attached to your kerbal. Unless you tried that...?
  3. I've had that happen to me without this mod. Usually it's caused by a part clipping into a bunch of different colliders on multiple parts of your vessel. The game freaks out when you have too much clipping. Only solution I know of is to pick apart your vessel until you find it and launch more and more stripped down versions of your ship, get rid of the offending part, and rebuild your craft.
  4. The HG-5 is a direct antenna, just like EVERY SINGLE deployable antenna in stock, making it useless. I'll stick to DStaal's reccommendations.
  5. Awesome, thanks. I'll try out OctoSat later, and see if I prefer it over Coatl Aerospace. I also found Probes Plus when looking for those - I'll see if that has anything I might need. Nvm, they're the same mod.
  6. Doesn't look like it. But once you have a Mun encounter, setting up a free return is trivial.
  7. One thing that has frustrated me to no end is the lack of a late game, inner system antenna that I can use as a relay and can deploy from a secondary payload - even in the endgame. So far the only deployable relay antenna I know of that is deployable is the JX2 monstrosity, but even if I tweakscale that to .625m it's still annoyingly long and even then the range is still overkill. Is there any modded antenna the size of a Communitron 88-88 that uses a completely different model and acts as a deployable relay?
  8. You might want to press alt-L to lock your staging when naming anything where you want a space. It won't stop other action groups from being pressed but those are less of an issue. Also, welcome to the forums.
  9. If you're using MKS you'll find it has a cylindrical 1.25m KIS container bundled with it. If not, I can PM you the container and its dependencies so you don't need to download the half a gigabyte of parts it introduces to the game. (assuming @RoverDude is OK with it of course. )
  10. If you're that close to reaching orbit you might be able to just tack on an additional tiny fuel tank to your payload and make orbit with fuel to spare. Assuming you can, of course - we'll need to know how much you've upgraded your launchpad/VAB for that. And like qzgy says, we need a picture of your craft to help.
  11. Lots of mods provide a fuel switching functionality, but if you want a tank with almost all LiquidFuel and just a little bit of oxidizer you can make one with Modular Fuel Tanks.
  12. What song did you pick for that and why use it over one that's not blocked anywhere? I ask because it's blocked in Canada. And presumably anywhere that's not the US. >.>
  13. Squad may have thought of that but I have no idea if the Kerbal Konstructs devs found a way to do the same thing. I hope they have by now, given that my framerate issue was way back in 1.0.5... But that doesn't solve any framerate issues that an individual city may have. Any city has the potential to slow your computer due to the inherent complexity of those things, which means there's a tradeoff between the size of a given city and how easily it can be rendered. Which is why I think we'd see alternate launch sites integrated in stock long before we'd see cities, if ever.
  14. It will lower performance if they are rendered and physics is calculated on them no matter where you are. I suspect that was the case with Kerbal Konstructs, as that mod destroyed my framerate when I used it, despite me being nowhere near the structures it added most of the time. I hope the modmakers fixed that - it's quite handy to have multiple launchsites if I can keep my framerate.
  15. If you don't want the gargantuan part pack that is MKS you can use AirPark to freeze your vessels above the ground. The game won't perform physics calculations on parked vessels until you unpark them. As for the concrete pads, they're meant to be stored in KIS containers, then attached to the ground next to your base, at which point you use KAS's EVA struts to tether your base to them. They're your more permanent, aesthetically pleasing option for attaching things to the ground, whereas Airpark is meant for mobile bases, ISRU landers and airships - things that are parked for long stretches of time but not forever.
  16. You could just make a ModuleManager patch to significantly increase the power consumption and decrease the output of the MKS/KPBS/etc. greenhouses if you feel they're unbalanced. Alternatively, Kerbalism adds it's own set of greenhouses which may be somewhat more realistic. Of course, it adds plenty of other stuff that almost certainly will not be compatible with existing saves, so use it with caution unless you're making a new save.
  17. Might not have everything you're looking for, but it'll definitely come in handy.
  18. As long as they find a way to not render the silly things unless you're close to them - say within 20 kilometers - I'd be happy with having those be stock. In fact, that may be what they're already doing with the DSN towers.
  19. The problem with implementing actual cities like those found in Kerbinside is that they take a ridiculous amount of development time no matter how they're done, plus, if done poorly, they grind your performance to a halt. My own experience with Kerbal Konstructs is that no matter how far away I was from the cities and other additional objects, I'd always have terrible framerates, and it seemed they were always being rendered for some bizarre reason. Squad would account for this if they added something similar to the game, but they would still risk framerate issues when inside the cities, especially on weak computers. Of course, even if they solve those problems, this is still something that could drastically increase loading times, as they would by definition add a huge amount of extremely complex models and possibly textures to the game. Not something you want on the potato computers some players use. Hence why KSP doesn't have cities. However, Kerbal Konstructs does give multiple launch sites, which I'd be happy to have in the stock game. Just not with the performance issues that come from adding them.
  20. I am well aware of that. In fact, it's the reason I bring up crush depth and pressure, as those are presumably the reason you now explode consistently on Jool's surface in 1.2 onwards. I assume said older version is when @The Dunatian's 'landing' took place.
  21. If that was as long ago as I think it was then it would be before the crush depth was a thing in KSP. People had... mixed results 'landing' on Jool, to the point where some people's ships more or less survived the journey, while others instantly went out in a blaze of glory. People have even planted flags on Jool! This inconsistency is the main clue that the Kraken was to blame, not the new pressure limits. I say that because, well, sometimes the explanation for KSP shenanigans is even more bizarre than you think.
  22. Maybe not, but it's clearly the one scientists want to know about the most, at least within the milky way. Besides, they probably want a black hole with an accretion disk, and I have no idea if any non-supermassive black holes have those.
  23. Were you holding G when you dragged it? By default, that's the button you're meant to use when moving parts from EVA to an inventory.
  24. Yeah those are all bugs with the mod. Sadly, there are a lot of things that will trigger the mod to restart the song or skip to a new song despite the situation you're in being the same, and the playlist not changing. The developer needs to implement a check to make sure the song only ever changes when the playlist changes. I work around this issue at launch by building a rocket with enough deltaV in the first stage to get to orbit before staging anything - in my case a big 3.75m tube with SpaceY engines at the bottom. This works for most launches, but when I launch something big that requires asparagus staging, there's not much I can do about the soundtrack. I still haven't been able to get a playlist to loop, even though every single one of mine are set to loop. >.>
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