Jump to content

TrooperCooper

Members
  • Posts

    595
  • Joined

  • Last visited

Everything posted by TrooperCooper

  1. Oh okay, I guess my Mars taxis will be slightly bigger than I thought then. The converter parts from TACLS then need to be updated though. They dont say "non-RO" nor "non-RP-0".
  2. Yeah, the Apollo missions did the maneuver closer to the Earth. However, my intention is not to create replicas of historic crafts or missions. This is just me finding my way into space (and putting some story elements around the events). And the only reason why the Nexus flights resemble the Apollo mission profile is the fact that this approach is the most efficient one. And when you read back during the earlier epsiodes, I mentioned why I detach from the TLI stage later. Its just a result of an earlier test of the cryogenic tank which isolates the hydrogen fuel much better than I expected. It allows me to use the remaining fuel buffer for follow-up maneuvers at a point in time where I figured all the fuel would have vented off into space already when I designed the gear. About the time format, just in case anyone else who reads this wants to know which mod it is:
  3. Hmmm is it correct that the basic tech node "Recycling" with the standard TACLS converters has the pre-requisit of "Advanced Colonization" ? That would push those life support extensions waaaaay down the road... I remember that differently from my last RP-0 game, but I could be wrong. Or is my install messed up?
  4. Yes, Ven's is part of the RP-0 setup. Not sure about drill/docking/bumbper...
  5. With their Nexus Five mission, the United Nations have landed on the Moon for the first time ever. Click here to see more.
  6. Episode 12: Landing on the Moon (click on the spoiler below the picture to open)
  7. Not sure what the problem is, but I can say that I have been using the propelant-only docking port just fine in my RP-0 career about a week ago or so. No problem with the Apollo docking ports either...
  8. The United Nations launched multiple more missions in their efforts to prepare a manned Moon landing. Click here to see more.
  9. Episode 11: Agressive Reconfigurations (click on the spoiler below the picture to open)
  10. Haha! You'd be suprised. Its going in that direction. That is the hangar extender mod. It takes the VAB graphics away and lets you scroll through the roof. So you can build super large rockets - especially compared to stock scale.
  11. Thank you guys. I'm glad you like it and I am not just writing for myself. I'm actually considering to do videos as well, but I'm not familar with that at all yet and I prolly should buy more HD space first. Played some more and got the next Episode's pics gathered together. But now its bedtime first... I'm putting each whole episode into a spoiler now. See if that that makes it better. If I put every single pic into a spoiler, I think its to much click-work...
  12. I have them directly in GameData. That might be it. I'll try it out. Thank you. EDIT: works! thanks again
  13. Can someone give me a rundown on how to install the FASA launch clamps and tower into RP-0? Or confirm that they arent working in 1.1.2 yet? I put the FASA_Launch_Clamp_125 and FASA_Launch_Tower directories into my GameData, but they dont appear in the techtree of my RP-0 career.
  14. I noticed ejection power changes on procedural decouplers having no effect as well. This might be a general decoupler issue and not a PF thing...
  15. The United Nations launched their 4,400 tons Nexus rocket into Low Earth Orbit on a first mission to test the gear for the upcoming manned Moon landing operations. Click here to see more.
  16. Sorry, my poor english... You have to resize them manually. I use an excel sheet for that. Just pull the data out of the engineer window in the VAB. Your largest vessel gives you the pixels per meter, depending on how large you want it to appear. Then you resize the other units you want to compare based on their height. Just multiply that with the "pixels per meter" from your biggest unit.
  17. KVV scales them with its screenshots. You just have to resize accordignly.
  18. Known bug as far as I know. Stock problem. EDIT: there: http://bugs.kerbalspaceprogram.com/issues/9392
  19. I'm not familar with MAC, but you have quite some memory intensive part mods installed there. Maybe someone with more knowledge of MAC can help you out, but my approach would be to check how much memory the KSP task uses and whether or not it keeps crashing arround a smiliar ammount of it used. Everytime you do a session change like loading a vessel etc. your memory footprint grows and at some point it exceeds the limit and crashes. If that is whats happening, you might have to reduce the ammount of large mods installed. The other option of course is to upgrade to 1.1. which can make use of more RAM (or in your case, since you only have 4 gig, it could utilize temporary disk space).
  20. Nerdyness? Standardized lifters? Oh yes, I do that, too. Here is the most up to date overview from my current RO/RSS/RP-0 career. I love building lifters. And that is not a reason against subassemblies but for it. At least for me. Fiddeling and tweaking them... upgrading and replacing with the newest technology is a key element of my playstyle.
  21. Oh, I remember that... I didnt even have the game yet. Played the old demo, landed on the mun and got super excited about KSP. Looking at my first functional mun rocket from back then, it seems like I learned the "if in doubt, add more boosters-" approach pretty quick.
  22. I got an Apollo style setup running in my current RO/RSS/RP-0 career but with the intention to land all 3 crewman on the Moon. Used the "generic Mk2 lander can" in a LOE test flight. Transfering the first two crew over to the lander can works without problems. The 3rd one is taken out of the capsule but doesnt arrive in the lander can. Crewman is lost. See log in screenshot (yellow text - I know, scansat is giving me troubles, too). Its not related to that individual craft, I get the same problem using just the two pods on the launchpad. I dont know which mod the can belongs to, or which of the mods in the great RO universe is interferring with it in such a way that it bugs out. The can in question: Is anyone else running a RO game, maybe with RP-0 or so having the same problem? If not, does anyone know which mod this model belongs to and or which mod is transforming it so that I could take a look at it. My current mod list:
  23. Yeah that orbit changing is something they are going to fix soon (tm) afaik
  24. Blame me for linking this old stuff, but while I think there are some fixes upcoming for stability in 1.1 sometime, I am pretty sure this super old bug never got fixed, since it goes down to the root of the engine: http://bugs.kerbalspaceprogram.com/issues/2002 Kasuha explained it to me this way:
×
×
  • Create New...