Jump to content

M251Speed

Members
  • Posts

    12
  • Joined

  • Last visited

Everything posted by M251Speed

  1. I think what was requested would be a way to put a subassembly into the build list. I think the best way to implement would be some kind of check to see if a subassembly(or at least the parts) is present when the player goes to "integrate" the payload and booster. There might need to be a processing delay while the booster is prepped to accept the payload so that the player can't spam the system and get ridiculously short build/integration times. If you couldn't tell, I've mulled over something like this because it is a feature that I myself have been wishing for. I do however trust whatever judgment you have magico, and I sincerely thank you for your hard work on this mod, it's one of my must-haves.
  2. That is a bona fide out of RAM issue. I used to have error logs of this kind when my computer only had 4 gigs of RAM. I believe what this error actually is is that KSP is attempting to access a location in the RAM that is already occupied by information critical to the operating system. In short, there are 2 ways to fix this issue; one, get a RAM upgrade, or two, use a mod such as texture replacer or active texture management.
  3. The telescope has been included with Hullcam VDS for about a year now. Link to said mod here >> http://forum.kerbalspaceprogram.com/threads/46365 EDIT: Well it certainly helps to look at the last post, lol.
  4. Here's another idea to implement build times for a KCT Lite, could it be possible to affect the build times with how many nodes of the tech tree are unlocked? This would slowly improve the build times in the background to prevent the issue presented by severedsolo
  5. My $0.02, Keep the All-In-One pack, but change the folder structure (if possible) to make it easier to install and update single packs or delete packs as needed. I personally delete the old folders whenever I update a mod, and I always have to wait until the full pack is released for Kerbinside because I don't know what items to delete before updating. With this idea, a core pack would contain the the shared assets and have a few extra launchsites, and the various other packs add the other launchsites, statics, and textures as needed. This way, I can keep all of my packs up to date between releases of the big pack.
  6. Does it reach the main menu? and how much ram is being used by ksp without kerbinside installed?
  7. This same thing (Justice's issue) happens to me, but I think that Cygnus's issue may be related. What happens in my game is that on the space center screen, everything disappears, and the button disappears from the toolbar in both the SPH and VAB. I'll try to get a log, is there anything special you'd like for me to do to get more information from the log itself?
  8. Scratch the requirement for Jool. If it's too difficult, then it's too difficult. I'll edit the op. EDIT: Updated rules section.
  9. I see no problem with it. Should probably try without it first, probably take less time.
  10. This is the Grand Challenge, a challenge to visit every Planet and Moon in the Kerbol system. To successfully complete this challenge, the player must launch a ship from Kerbin orbit, and plant a flag on every planet* and moon. There will be several versions of this challenge, none easy. However, all variations of this challenge will allow the use of landing ships, but the lander is not allowed to return to the mothership until it has landed on all the moons. Version 1: Stock System This first version of the challenge is to only land on planets and moons in the stock system. Players must first land on Moho, then move outwards through the system, ending at Eeloo. This includes landing on Kerbin again. The other requirement for landing is that players must move outward through a planetary system with multiple moons. For example, after departing from Eve orbit, players must proceed to Kerbin orbit, land on Kerbin, then land on the Mun, followed by Minmus. Version 2: Planet Factory This variation of the challenge is identical to the first, except that to complete this version, the player must land on all planets* and moons available in Planet Factory. For an added challenge, try to complete without landers, not required though. Rules! Lovely Rules! -Orbital assembly is permitted. I'm not that evil . -Mods are permitted within reason. No interstellar mod or FTL drives in any way. Ions are permitted, sublight permitted within reason. Please use your best judgment. -Have fun! (Most important) -For planets with more than 3 moons, the requirement for landing on all moons does not apply. Feel free to ask any questions, and I'll try to answer it. *Except for those planets that can not be landed on, such as Jool.
  11. So for the 4 passengers, does one have to use some other plugin to remove them from the capsule? Like for say an EVA?
×
×
  • Create New...