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TrooperCooper

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Everything posted by TrooperCooper

  1. Nice one. Is that with lander? Or just fly-by / orbit?
  2. Meh... I took the hard route of reinstalling and adjusting everything. Took me a few hours to figure it all out, but seems to work so far...
  3. Ahoy! I have a little issue with my current CKAN install. I am on version 1.16.1 and upon launching it, I get an exception error report "CKAN.InconsistentKraken". The program obviously does not what its supposed to do anymore. I can hit continue and my regular mod list pops up, but refreshing brings back up the same error message. It used to work fine for weeks, but today it bugged out. It seems to be related to a conflict with RN-SovietRockets. The full error message below (sorry for the bits in german within it): I can manually re-install my CKAN by removing its folder within my KSP folder and just install the new version (actually not sure if the conflict persists within the new version). But then all installed mods (and there is a lot of em) get tagged as auto-detected and version tracking is still unavailable as far as I know. I could export the mod list from the bugged install (that option still seems to work) and use that list to "install from CKAN" with a new install of the program. But then, since it seems to re-install all the mods instead of taking for granted whats inside my GameData folder, I am loosing a mind-boggling ammount of customization settings within those mods. I have doubts that I would be able to re-establish my game as it used to be. Is there an easy route that I have overlooked...? Thanks for any help.
  4. The United Nations are tinkering with new gear and blowing stuff up in orbit around the Earth. Click here to see more.
  5. Thanks! Yeah, its quite sad. Some more varity in engine choices would be great heh. But yeah, its basicaly installing two mods that both try to change the behaviour of the same modules. Just doesnt work. But I am looking forward to fly with RF Stockalike engines when I get around to do a 6.4X career sometime. ============================================================ Episode 14: Space Tinkering (click on the spoiler below the picture to open)
  6. All right, guess I have to tie my hands to my back by myself. Thanks for the info.
  7. My boil off is only happening when I am actualy focused on the related vessel. When I am not controling it / not in physics range it seems like I loose no fuel (or only super tiny ammounts - but I think those are lost upon loading the craft). Is that working as intended / as limited by the game? Or should I try re-installing? Right now I could easily pre-deploy a hydrolox Mars return stage at the red planet to get my Astronauts back home in the future... Another thing, @Starwaster, do you have any idea whether or not your heat pumps stuff is integrated / supported by RP-0?
  8. They would not have developed. In order to get a spaceprogram going, you need high energy tech. How often is a submerged alien-scientist able to repeat a high voltage experiment? Did you ever fiddle with your plugged in toaster while laying in your bath tub?
  9. They could just accelerate the Earth and then catch it smoothly on the surface.
  10. Yeah, manned Mars landing is a major goal for me as well. Then Pluto next.
  11. Thanks! There are larger ones. Biggest one I built myself ever in RSS/RO thus far was a lifter with 31,000 tons for a manned fly by on Mars. Mass in orbit was about 1,300 tons. But that thing was a nightmare to fly. I learned so much during this UNSA-career... the current ALV 500 is a joy to fly, part-count induced lagginess aside. Yes, those are Agena engines. As said in the OP, I play with unlimited relights. IMO we are lacking the tools they have in RL to make limitted engine ignitions appropriate. But if you decide to play with that limit, hats off to you. Though you can get more ignitions for that engine through test-flight I believe.
  12. Truely hilariously written. And very nice gear. I especially like the Vagabonds. Those look very techy. PS: mod suggestion to make proud Ussari people even prouder: engine lighting mod for those night-launches.
  13. The United Nations are developing and simulating something big: a new super lifter, weighting 10,000 tons on the pad, is supposed to one day give humanity the ability to deploy payloads of 500 tons into Low Earth Orbit. Click here to see more.
  14. Episode 13: Rising like a Phoenix (click on the spoiler below the picture to open)
  15. Next poll: do you like polls about polls?
  16. Do not use tweak-scale on any fins / wings on your rocket. Optionally, de-install tweakscale. There was a mod conflict with FAR and tweakscale. Unless it has been fixed, it sounds like that is your problem.
  17. If you are still aiming for colonizing Eeloo... You are probably aware of this, but just in case you are not... RoverDudes Karbonite Plus mod(s) gives a great reason for actually doing this. You can then mine Karborundum there. A special fuel type that can propel some very powerful engines. It takes quite a bit of effort though to get it all set up. But great fun, did that a couple of times. And probably will do again when I run a non-RSS/RO career again at some point.
  18. That is true, yeah. I had to de-install AIES. Its not updated to 1.1 yet but was supposed to work. So far it fixed some issues. But I have to re-design LOTS of previously used gear, which is the reason why I havent posted any new content since sunday. When I am done with that, this hopefully will continue.
  19. Yeah, G-forces should be meaningful. Hey, why not go down 90 degrees for maximum impact if the shield is holding?
  20. After some mod updates, my install is currently riddled with bugs.... up to the point where I am considering a re-install and starting over with a fresh career.
  21. Yes, about one third of the ascent stages fuel is inside the lander cabin itself. And there are two additional tanks. The thin black disk at the bottom and the wide brown cap at the top around the docking port.
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