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rennsport27

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Everything posted by rennsport27

  1. Ven, thanks as always for diligently updating this excellent mod. Cheers!
  2. Are there any known mod incompatibilities for KIS? I'm having issues being able to place pieces on structures. I can pull them from inventories, but cannot place them on anything (the option comes up, and the part is green, but clicking does nothing). I can drop them successfully, but am then unable to pick the parts back up. If anyone else is having similar issues, I'd love to hear about it. Overall, thanks for the great mod!
  3. Back to report a bug. Tried a re-entry after a Mun mission, the shielding did not heat up and did not lose any ablative material. There also seems to be an issue that caused it to slow down far too slowly, and even when returning from a 200km orbit (periapsis at 25k) it would hit the water at close to 1000 m/s. Anyone else having similar issues?
  4. So, since the engines will probably need re-balancing anyways, has anyone thought of good niches for the KW rocketry engines to fill? I've found that, while the LV-T engines work fine, they're a little underpowered at sea-level and not good for lifting a lot, so there is room for lifter engines there. It's been a while since I took any classes on the subject, but if I remember correctly, ISP scaling (as altitude changes) is heavily dependent on engine bell shape, making the ISP highest at the "design" altitude for the engine. So, would it make sense to have the multi-bell engines have peak ISP at sealevel, and have it drop from there? As far as I can tell, they're mostly there for getting big heavy things off the ground anyways.
  5. Yeah, I like the intakes, and honestly like the heatshields (minus the fairing, which is quite ugly) from stock, and the rest I'm happy to let Ven's models overwrite. However, I suck at playing with the config files. If anyone figures out how to revert either of those, let me know. Thanks!
  6. Downloaded, and it seems to be working great so far. Thanks for the update!
  7. Landing and returning from Eve. I've been meaning to do it, and haven't gotten around to it yet. I'm sure I'll jump into the career in 1.0, so might as well do it now!
  8. I've taken so many photos since 0.23, and I need to organize them all. I'm estimating around 2000 or so, since I like to document all of my missions. Then, when I browse an old save, I can look into screenshots and see everything that I accomplished in that version/career save. Pretty cool to see the old stuff, and realize how much better you are at design than when you started.
  9. I use FAR these days, so I generally aim to start tipping over at 1.5km, and slowly lean until I'm at a 45 degree angle by 20 km. Then I push it almost horizontal by 50-60 km depending on the rocket/target orbit. I doubt my method is the most efficient, but it mostly works and seems to make flying oddly shaped things doable as well.
  10. I stumbled across the demo last year, and was instantly hooked. Bought the full game two days later after my Mun landing. 0.23 had just come out a few days before, so that was my first version of the game.
  11. I didn't get a chance to do a lot of playing with it, but I dropped OPM on my main install, and so far, everything is good! I haven't had any NaN Krakens so far. While there's still lots of time for it to decide it doesn't play well with KER, preliminary tests are positive.
  12. I've been playing with it this evening, I was able to explore all of Sarnus's moons without any issues, and landed something on Tekto (I have DR installed, and I had no heating issues). However, I did have the NaN-Kraken show up when I attempted to Hyperedit a craft there. So, it doesn't seem to pop-up all the time, but it seems there still is KER issues.
  13. Quick question, does the new version still conflict with Kerbal Engineer? New moon looks fantastic, keep up the good work.
  14. I think Sarnus would look great with a red or yellow Aurora. I think it would complement the color scheme nicely, plus it would also fill out some more of the color spectrum that isn't really represented in the rest of Astronomer's visual pack. That being said, you can make them whatever color you want, because the planets are all just stunningly gorgeous. A really well-done mod.
  15. So, it seems there is a fair amount of people who are experiencing this bug. Would anyone have ideas as to why this is happening, and perhaps a workaround/fix for it? Thanks.
  16. I also have had this bug pop up in the last two versions. While my current install is highly modded, the bug has been persistent in stock as well.
  17. Sorry, that's my bad. I should have spelled out the full mod name, but wasn't thinking. Yes, I was referring to the Outer Planets mod. I one-by-one uninstalled the most recent mods that led to the odd behavior, and it still persisted. So, I went to my most recent working backup, and was able to get all of those mods re-installed without upsetting KER in the process. So, I'm no longer having issues, but am still baffled what would have caused the odd GUI behavior. I'll just take it as a sign I need to stop adding so many mods to this install and leave it at that. Thanks for your response anyways!
  18. So, it seems the OPM (or it's interaction with another mod) has halved the width of the KER displays. Everything still works, it's just a pain to read anything off them. I'm looking to see what caused this specifically, but in the meantime, does anyone know how to resize the KER displays? Thanks.
  19. I've made it to every planet in the game, but have yet to return anything from Eeloo. I generally play career, and am big on time management. So, by the time anything could get to Eeloo, I'm mostly done with the science tree, and am just sending out a small satellite for the "return science from Eeloo" contracts. I need to add that to my list of things to do, maybe just do a sandbox mission so I can check that last one off.
  20. I prefer Eve, for a multitude of reasons. One, it always seemed so much more daunting, which gave any mission there an extra sense of gravity (pun intended). I almost always make it my first manned IP mission, but just land on Gilly and do the orbital science for Eve, then land a small probe for Eve surface data. Also, it looks gorgeous with the Edge of Oblivion visual pack.
  21. I removed the previous folders (was using the 0.25 version of B9 until the update) and replaced them with the more recent release. So far, everything is working fine. Thanks for the update and all the hard work!
  22. I'd vote to add Navyfish's docking alignment indicator. I think that's a very simple mod that completely opened up the game for me. Mechjeb is a controversial one, and I feel they're striking a pretty decent middle ground with the new pilot system. It allows you to let the game take over a few simple tasks once you've proved that you're capable of doing such things yourself.
  23. I guess you could call my build style "minimalist" but since I've gone for more realism mods (NEAR, TAC, and DR) all of my builds end up more on the "realistic looking" end of that spectrum, and I don't end up with any really tiny designs based on external seats or anything like that. Generally I try to keep weight and part counts down to a reasonable level while making a craft that is as useful as possible.
  24. KSP is a creative game more than a competitive one, so I think if you're using it to build something cool, go for it! There's a lot of awesome things people have created that would not be possible without a little old-fashioned part clipping.
  25. Created a little module for supplying my 100km station with food, and decided to try it out by making a supply run. Ended up with my closest ever orbital rendezvous, I passed my station within 800m while circularizing my orbit, and had cancelled out velocity at around 1000m. Launchpad to docking was 13 minutes 59 seconds game time, which I'm sure isn't a record of any kind, but I was stunned I was able to pull off something like that accidentally.
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