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SlimJim89

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Everything posted by SlimJim89

  1. Anyone here also experiencing issues with the workshop, that whenever the Scrapmetal is full, RocketParts stop being created and stops deducting values from Metal and Scrapmetal, one can work around it though by blocking the Metal off, it will then continue to create RocketParts from ScrapMetal, and also deduct values from Metal -as long as the Scrapmetal bar isn't full-.
  2. taniwha: Actively blocking EPL useage for 64-bit and not supporting it is two different things. The guy doing TAC lifesupport doesnt support 64-bit either, but he doesn't block anyone from attempting to run 64-bit with checkers. Some succeeds with no issues, others... I guess it's tough luck. I mean, if someone uses 64-bit, tries EPL, -it doesn't work-, he comes here bitching, can't you just ignore those individuals or refer to your first page statement, instead of blocking EPL from several understanding users? I mean the KSP community isn't that of an immature community right? Anyways, I do appreciate the answer!
  3. So there's nothing I can expect if I want this to work in 64-bit? Or EPL just doesn't work in 0.25 64-bit even though it worked fine(for me) in 0.24 64-bit? Is there too much work involved to get it functional in 64bit? Can you throw me a bone here taniwha? Edit: I'm not quite sure how this all works though, is there a compatibility check for EPL, and the mod then disables itself if it recognizes it's a 64bit game?
  4. What can I do to make this work in 64bit? I have a stable experience in 64bit personally and I'm dependent on EPL which worked for me earlier in 0.24.
  5. Sweet, will require the ability to make LH this week, nice timing!
  6. Would it be possible for you to create a small 3D-printer that can create any KAS storable item(KAS & USI items!)? Say if you want a Pipe end point piece, you "pay" 50 rocketparts and the item instantly spawns at/in the 3D-printer after you picked it from a menu or UI. Would be superneat and let players avoid the hassle of going back to the VAB/SPH and then back to the offworld-base to spawn the items from a launchpad.
  7. How is TAC supposed to work on bases/ships which are currently not controlled? If I have an environment that usually generates a lifesupport surplus, why is it that the numbers tick down in realtime whenever I don't control the base/ship? It's rather awkward to have to switch to a base every 80 days in order for them to not completely drain, even though they shouldn't. What do I do except stocking up on more lifesupport?
  8. Hi medsouz, this project has perhaps THE most potential to take KSP gameplay into new scale, in my opinion, what is your plan for this mod as of now? Will we see additional planets soon? Perhaps one of the current planet packs could be added to the starts, like Urania and such. How is the light from the new suns looking like atm? Forgive I haven't tried the new version yet but I just might the coming week.
  9. Would it be too much to request a 3x the length of the cargobay parts? Would help with the bending issue on may get when placing several cargobays end on end, then having a force (like engine thrust) act on them. Not from behind but rather below like VTOL engines.
  10. If it possible that you could consider adding support for USI resources? The crew tanks would be wonderful resources container. Perhaps make the KAS containers as well? Another neat thing would be, an object which you can assign a specific weight to, ranging from 1-20 tons, this is really neat when towing things like USI modules. Right now I have to use rather large metal containers to offset weight. Might post a picture of what I'm doing in an hour or so. Also, will there be a low-res texture pack for this?
  11. Yeah do that, I have need of this mod if I hope to use this thing as I hope to ^^
  12. Is it possible for me to group a bunch of engines in separate groups, and give a certain group a percentage of 30% of total max thrust while the other group can be kept at 100%? For instance, I have a large ship that I want to keep hovering at a certain altitude, which requires 30% throttle on the Mun(for instance), while my nuclear engines push the ship at 100% throttle. Is this feature here, or is there another mod for this somewhere?
  13. Is it possible for me to group a bunch of engines in separate groups, and give a certain group a percentage of 30% of total max thrust while the other group can be kept at 100%? For instance, I have a large ship that I want to keep hovering at a certain altitude, which requires 30% throttle on the Mun(for instance), while my nuclear engines push the ship at 100% throttle. Is this feature here, or is there another mod for this somewhere?
  14. So I'm trying out this mod: Using no gravity hacks or fuel hacks, haven't edited any .cfg files. Pure standard configs supplied by you RoverDude! Feedback: #1 Need. Larger. Landing. Legs These twigs I'm using won't help me much on higher G moons! Perhaps an 3.75m curved underside mounted landing leg would do. Or you could let me attempt to create one, I'll also attempt to make a frontal landing leg, which might need an elaborate design. At worst I'll come with a design suggestion only. #2 Need Lifesupport Kontainer, and RCS Kontainer! (The size those LFO's are in the pics) #3 A 4-way midsection which lets you extend out to the sides, the radially mounted 5m hardpoint parts does a nice job, but it's have more choices would be wonderful! #4 A Kontainer(large type) that functions as a cargobay, or hangar would be sweet! Next up, I'll try to construct a slideable crane that can unload MKS modules from this ship! After doing the same landing procedure. Additional info, Nuclear engines d/v is 7000, landing VTOL LFO Engines has about 2.300 d/v, I spent about half to land on the Mun! Mods used: FTT KW rocketry (struts) Near future construction Mechjeb Karbonite (landing legs)
  15. You can find the .craft in the spacecraft exchange subforum(with modlist), and it plays at 5-6 fps at this moment for me. Should include the special cpu settings guide I used now when I think of it.. I'll do that later! Glad you like!
  16. Okay, 12-15 was a total lie. It's actually around 5-6 fps, which is still manageable... but burning to Jool takes me only 7.5 real-time hours..... That'll have to be done over the night I guess lol. Already in workings of a new more part-efficient ship, might post it here later also.
  17. Also, this is the last time I'm gonna annoy this forumsection with this ship I promise
  18. Nope! no welded parts, and the only area I could use it would be the midsection, and I'd save at most 8 parts. So I figured I can skip it.
  19. So in one of my test builds I filled all the inflatables with 480.000 rocketparts... Ship weight went from 1300t to 3500t.. >_> Also saw I could basically build the Enterprise TWO times with that amount of rocketparts, with parts to spare!!! Anyways, I'll travel with maybe 10% of that... And simple make my colony descent stages from that.. Dear god. Thanks!
  20. That's actually what I tried to do first, but with an LKO assembly you get a very wobbly ship, plus you ramp up the part count since you need a lot of docking ports and struts, plus you are limited in the way you can build things, since it has to come by a rocket. Planetary base assembly is the way to go if you want a large, efficient ship with just enough parts to fulfill what it's supposed to do. And you can also fill up the ship with fuel from there as well. And other supplies! Alewx: yes it's 64bit! And I use EVE only for visuals.
  21. Wow not bad, how are the escape trajetories and planet SOI's behaving by the way? Are there any common issues? I'll definitely check this out!
  22. Please check the 2nd link in my edited OP then you'll see how it was constructed!
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