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Rebelgamer

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    Rocketry Enthusiast
  1. Running 0.1.11 Looked into the cfg for landing on planets and moons: PARAMETER { name = ReachState type = ReachState targetBody = Jool disableOnStateChange = true } PARAMETER { name = ReachState type = ReachState targetBody = Jool situation = LANDED disableOnStateChange = true
  2. Not sure if this is just my install that's doing this, but there is an issue in the Grand Tour contracts that involve landing on the outer planets. Specifically, they want you "landed" on Jool.
  3. To me, it makes them easier, as I get more time in the atmosphere to accelerate before having to switch to rockets.
  4. About the Direct Cycle Nuclear Turbojet, it says it has it's own intake, but the only way I could get it to work was by adding a radial air intake. Is that a bug or just the description needing to be changed?
  5. The last several versions of tweakscale had issues with reverting, parts would increase in mass, tank capacities change, etc. As much as I like the mod, if I have to revert for any reason, I would have to check every part to make sure they didn't change, which is why I've stopped using it.
  6. I'm having the same issue, only part mod I have atm is real chutes, otherwise all parts are stock. I actually broke my save game when I tried to recover the craft, now Kerbin is gone, no buildings and only the esc key and contract button works... Here's the save files in question. craft file ksp.log output.log persistant.sfs Edit: Third game exit and reload got the space center back, will test some more to see what happens. Edit 2: Happened again with a modified version of the above craft file. Also, recovery of the craft is not necessary for the disapperance of the space center. All you have to do is revert to vehicle assembly, then exit the vab, and the space center is gone. Edit: 3 After more testing, I think the parachute fix is conflicting with Real Chutes. I removed the parachute fix and deleted the partdatabase file, and have yet to re-encounter the issue.
  7. And a bunch of them at that, I think my longest build took 40 days or so, but I don't think I ever built anything requiring that many rocketparts in one go.
  8. For windows, no, not until Unity 5 is released(and KSP moved over to it). You can try it, you personally may or may not have issues with it. I get random crashes myself, so I started running ksp x64 on a linux usb stick, perfectly stable, though I do use ATM just to speed the loading up.
  9. Last time I used it it started in the retracted state...
  10. Try building it in the SPH, not the VAB, and rotate the bottom towards the front. Will come out more accurate than using the VAB inverted. If your using DRE, don't bother sweeping past 25 on the AOA, you'll put too many parts in harms way.
  11. The 6.5.2 beta mentions it, though I haven't tested it to see myself. From the changelog: *Tweaked inflatable shield drag values. Should be less flippier.
  12. Mighty1, read wiki entry on radiators, should explain how it all interacts.
  13. It's 197, the mach indicator is saying .4, which would be about right for sea level. Though the speed at rotation was probably more like 180 or so.
  14. The latest Unity 4 build has a fix in it for the full screen OpenGL issue, though how long it will take the devs to update KSP to it is another question altogether.
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