Jump to content

nli2work

Members
  • Posts

    2,836
  • Joined

  • Last visited

Everything posted by nli2work

  1. The explosion is part of Interstellar Mod. The explosion code in the antimatter container part, blast radius is determined by the amount of antimatter in the container. largest container holds 270,000 mgs, which turns to blast radius of about 2.6km, just over the physics range. Probably not a coincidence. Haven't figured out the counter part yet.... might be interesting to see if it can be triggered by the self-destruct mod.
  2. Yep, antimatter bomb fun. right now largest observable explosion is about 2.3km radius as the counter is disabled if your active vehicle is out of physics range... if the counter could be set to be independent of physics FixedUpdate... maybe something like the Thorium/Uranium marker spheres, the explosion can be made much larger and be visible from orbit, technically without upper limit.
  3. Very cool. I'd change mine vote if I could, 4.3.3 works with 23.5. I'm going to try 4.2.2 for .23 later today, I expect it will work.
  4. How did you find out 23.5 was compiled on Unity 4.3.3? was it in one of Squad's posts or was that information in a file in the KSP install?
  5. I tested it on 23.5 and it works! looks like I have a reason to migrate to 23.5 finally.
  6. yeah 4.3.3 works for 23.5. I'll probably just wait for .24
  7. might be a thing for 23.5... I'm trying it on .23.
  8. I tried 4.3.4; 4.3.3; and 4.5. all gives me same error.
  9. "Could..... not preload global game manager #0 i=0" no luck here...
  10. Keep your antimatter tanks powered at all times! of this could happen. Thanks FractalUK and all contributors for such a fantastic mod!
  11. This must be what Kerbals mean by "mildly explosive"
  12. Try Cateye. It requires Hullcam VDS which has it's own telescopes as well. Cateye provides more game play.
  13. check out Porkjet's habitat pack. it has some nice IVAs as well. Largest hab module houses 6 IIRC http://forum.kerbalspaceprogram.com/threads/64442-0-23-5-Habitat-Pack-v0-4
  14. if you have KAS mod, you can attach RCS ports and tank to parts, then dock it with a command seat, and remove the RCS ports, tanks and command seat afterward
  15. very nice! put it in high sun orbit and get more cool pics!
  16. Reactors will throttle down to lowest level necessary to power whatever you have running, after your MJ pool is fully charged. e.g. after you shut down engines and parts that uses MW, but your MJ reserve is below maximum, the reactor will continue to run at 100% for a short while before dropping down. All fission reactors have a minimum point below which the reaction is no longer self sustaining and it goes into cool down mode, it's about 10% from what I've observed.
  17. crafts in flight won't be loaded, you'll see a message when you load the game. Reinstalling the mod will let the game load them again. They may be deleted when the game autosaves later.
  18. You also have to remember both you and the target are in orbit, so constantly moving in relation to each other.
  19. i7 3.5ghz not overclocked KSP w/ mods; 2.93 gb loaded at start menu (When the music starts) Corsair Performance3 SSD [17% fragmentation] 2:00 min WDC WD1002FAEX SATA 7200RPM [0% fragmentation] 2:16 min Seagate ST235062 IDE 7200RPM [50% fragmentation] 2:51 min
  20. Yeah smooth drifting is normal. just the floating point calculation errors in KSP, not much you can do. Putting the game on 5x time warp will stop the drifting, but you won't have any control over the telescope either. As far as violent shaking, it tends to happen when you use the Cateye SAS at reduced torque modes in combination with high tech processor.
  21. Put a telescope in Sun Synchronous orbit to take sweet pictures of planets
×
×
  • Create New...