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munseeker

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Everything posted by munseeker

  1. And here is a pretty amazing microwave transmitter dish: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=662886&viewfull=1#post662886
  2. A pretty spectacular engine nozzle: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=666077&viewfull=1#post666077
  3. A plasma thruster. zzz is a magician with modeling tools: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=670122&viewfull=1#post670122
  4. Some tank variations. I want to keep all of these links here in the thread for future reference... http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=701769&viewfull=1#post701769
  5. And here is a inline nuclear reactor: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=720548&viewfull=1#post720548
  6. If you are looking for other cool models from zzz, I just found this very neat radiator deep in another thread: http://forum.kerbalspaceprogram.com/threads/43839-0-23-5-KSP-Interstellar-%28Toolbar-Integration-New-Models-New-Tech%29-Version-0-11?p=729904&viewfull=1#post729904
  7. Here's a slightly updated part.cfg file for the science lab in .24 - it adds a higher cost, slightly higher electrical usage and also makes the lab passable as part of the Connected Living Spaces mod.
  8. What makes keeping Kerbals alive more interesting for me is Final Frontier - it adds permanent achievement ribbons for individual Kerbals. So once Rodmin Kerman is the only surviving (ahem...) member of the first Mun landing, he is now a much more senior Kerbal astronaut in my game - potential leader of future missions and certainly somebody I'd hate to lose in some accident.
  9. OK -for a moment there I wasn't sure about it anymore. It would have been weird, since I spent a lot of time trying out extreme situations with my greenhouses.... :-)
  10. Huh? I didn't even know that CO2 poisoning is a thing with TAC LS! I've been using it for a while now, but have probably never "filled up" all CO2 capacity. Good to know!
  11. Big problem is that once you've got used to hit F5 on every maneuver, it's pretty hard to break that habit. Turning off F5 fixes that instantly.
  12. The Force is strong in this one. :-) Turning it off means that I don't even think about it anymore. It's just not an easy-to access option, so it's gone from the game for good as far as I'm concerned. But either way, the important part is of course that not using quicksave really improved the game for me. And reverts to VAB on launch of a new rocket just to discover that I complete messed up staging is still OK in my book. Once it flies straight I stick it out.
  13. I hear you - there's a deep-cut valley on the Mun that I have been exploring that I also picked for the first full crewed mission. That valley is very scenic with huge craters capping off side canyons. Great place for sight-seeing. Everything went well, landing, several EVAs, rover drives. Until pretty far out on a rover EVA all three Kerbals got stuck after flipping the damn rover on a very steep incline, so far out that they would probably run out of air if they try to walk back. That enjoyable little outing turned into high drama real quick. Aldfrey Kerman flew his space suit with RCS high into a cliffside and literally exploded. Bill Kerman fell into a crack in the Mun's surface while walking through an otherwise unremarkable side canyon and disappeared, never to be seen again. Only Rodmin Kerman made it back to the lander. He executed a perfect return to the expeditionary ship in Mun orbit and returned home on a long, silent flight.
  14. Turning off quicksave has made KSP so much more fun! It's a much bigger challenge and I'm really invested in the well-being of the Kerbals. I'm now doing robotic test runs of challenging mission and new craft designs, spend time to make sure I bring ALL the resources I'll need (I use TAC Life Support), and my docking and landing skills have gone up considerably since I can't just wing it anymore. I've also turned on perma-death to force myself to really consider what I'm doing with my Kerbals and I use Final Frontier - having Kerbals earn achievements is another way to create investment in our little green friends. I do allow myself to revert completely borked launch attempts, but once the rocket flies straight, I stick it out and emergency land if something goes wrong during upper staging. I can only recommend this approach for a more immersive experience!
  15. I also prefer rovers under the lander. I usually just make the rover longer so that there is space in the middle for the docking port. This also helps a little against flipping the rover when you break too hard.
  16. Great news! Love this mod, great to increase game immersion if you are building large crafts and stations. Thanks for your work!
  17. Finally had a chance to check: In 0.9 there are hex waste storage containers in three sizes.
  18. This is great! I was wondering how to do this and there you are with the solution! Thanks!
  19. I'm not at my game machine right now so I can't check, but I'm pretty sure .9 has waste containers. As far as what to do with all the waste, check my signature. :-)
  20. Here is Taranis' latest Google doc with the current numbers. Please keep in mind that he's still working on a final .9 release, so those numbers may still change a little. https://docs.google.com/spreadsheet/ccc?key=0Aioc9ek3XAvwdGNsRlh3OVhlbTFBR3M4RW0zLUNTRFE&usp=sharing#gid=0
  21. The link is the last one in the right column. Or try this one: https://codeload.github.com/MunSeeker/Greenhouse-Mk1/zip/master And as far as old versions is concerned, they don't work with the latest TACLS 0.9 and older TAC version won't work with KSP .24.2 - so I'd recommend upgrading!
  22. It's not Station Science - I use that for a orbital station that has been working flawlessly with TAC LS 0.9 pre3. No idea if MechJeb interacts with resources, I don't use it. Generally I'd expect the problems to stem from a mod that interacts with ship resources and conflicts with TAC LS.
  23. What other mods are you using? It's been working well for me during some pretty extended missions with EVAs and ships of all sizes.
  24. I've just had Bill sink into the ground on the Mun and die in 24.2 and since I'm playing with no quicksave and Permadeath enabled, that's pretty much it for poor Bill. Sure added some drama to the EVA... Do high terrain settings help with this bug?
  25. When you updated TAC LS did you remove all the old files? There are some generated files in that folder, and if you keep the old ones around this may happen. Another possibility is issues with other old mods that need updating. Modular Fuel Tanks and Universal Storage both seem to interact badly with TAC LS if they haven't been updated yet.
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