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Dire_Squid

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Everything posted by Dire_Squid

  1. Ok, Necrobones.... I was trying to complete a contract via-testing your Heavy Booster (the one that starts with an "S", followed bya LOT of letters and numbers). Mind you I did this with 9 boosters (in 3 stages of four, four, and one). I didn't complete the contract, BUT I potentially have a cheap means TO GET TO MOHO... FOR THE FIRST TIME! Thanks, brah!
  2. I have yet to try finding Karborundum on Eve, like the pros. I HAVE, however, landed a Karbonite-airscooping Spaceplane on Eve, with 4 Torodial Aerospikes and a Karbonite Engine... I can land it, but I could not get it to properly fly again, because it was a bit front-heavy (the big atmospheric scoop). Also, in Career Mode, I'm gaining funds by doing drill Tests at the Launchpad or the Runway, and using the generators to keep the drills running at night (Karbonite makes you CA$H... for Funds!).
  3. I'm liking what I'm seeing, especially the new skyboxes, the lens flare, the auroras, the Munar/Minmus dust/mist, Moho's belted radiation, and even Laythe's glowy clouds. However, Jool seems off to me, and Eve seems less "purple Venus" and more like "cotton candy planet" (that's a bit disappointing), also do Eve's clouds have SOME transparency, to help with figuring landing coordinates? I'll need to see if this Plugin will not weigh down my current non-vanilla game (SpaceY Heavy Lifters, Karbonite/K+, MechJeb, Infernal Robotics, and SCANsat).
  4. I'm sure you've gotten enough feedback on K+, but now that I've figured out ways to utilize the 2.5m Karborundum Fusion Drive (with SpaceY's heavy lifter boosters and engine clusters), I can make an effective Refueler Rocket without wasting LFO on the final stage (and loading about 40 units of Karborundum samples, 4,030 unites of Electric Charge using a Z4K and a Large Probe Core, and 6 Gigantor solar panels). I'm still messing around with how I can utilize Karbonite an K+, but slowly I'm figuring out how to get stuff to work effectively.
  5. I always called their money "Funds" and kept it at that. Steve Kerman: How much for a Kot Dog? Sherman Kerman: 5 Funds. Steve Kerman: I'll take it... what about green mustard? Sherman Kerman: That costs extra Funds. Steve Kerman: Awwwwww.
  6. I just recently downloaded your mod, NecroBones, and MAN... these heavy lifters store a lot of fuel AND give a serious punch to get a rocket into orbit. The SUper-heavy Stock Lifters I make are NOTHING in comparison to your beauties. Heck, those giant solidfuel boosters significantly help with lifting as well, since they do not consume liquid fuel, and the Radial Decouplers... MUCH better than the stock radial decouplers, which I keep having problems with (the boosters rub up against and DESTORY the back engine upon ejection because they don't separate cleanly/evenly).
  7. Oh, hey, does this Warp Drive have a Training thing, like Majir had for Kethane? I mean, it seems a bit more complicated, looking at the above illustration. So, ya know... instruct the lament on mastering this awesome drive you've made.
  8. *gets teary eyed, after that vid* The future truly IS here! Thank you, RoverDude.
  9. >a standalone >requires Exotic Matter... ok.. what else am I going to need to download to obtain this drive and make it function (like how, to utilize Karborundum and those Fusion Drives, I'll need the Honeybadger... also them Torch Drives require LiquidHydrogen, which is probably in another plugin you've made)?
  10. Yeah, I noticed. That's why I placed a squat Heavy LFO tank above the washer, but below the dock. Worked like a CAREFULLY-SPUN charm.
  11. Perhaps like the equivalent of a LIGHT fish-eye lens effect (behind the ship, else the effect would warp the appearance of the ship)?
  12. *deeply inhales, and says with an ecstatic expression* "SCREAM LIKE A GIRL!!!" (extra Snacks for those who may get where that line's from) A Warp Drive WITHOUT all the other things from KSPI! Happy Birthday to ME!!! RoverDude... you've done it ONCE AGAIN!
  13. >Do not attach IR parts directly to docking ports. It will make your life miserable. You have been warned! Me: *builds a station part with a rotating dock washer beneath a clamp-o-tron sr.* "What could POSSIBLY go wrong?" *mfw the docked part rips itself asunder below the giant SAS ring, as the washer turned* Me: "Welp... THAT went wrong!" *reverted the game... and will try and reincorporate the dock washer again... NOT immediately below the clamp-o-tron sr.*
  14. Four or five is good. Make a seven-way one ONLY if you feel there's a need. I remember the first Kerbin to Mun "Station" I made, and... well... it was more like five docked heavy rockets with five Mainsail engines... and those engines GUZZLED the fuel oh-so unfairly that by the time I made my Mun orbit, about maybe a QUARTER of the fuel I had was left. I do see that engine clusters are the way to go (I still need to construct a proper "Kerbin to... wherever I plan to have them go next" Colony Rocket [which I've attempted assembling in orbit, via-MechJeb], and my gut feeling says engine clusters are gonna help with both push AND fuel efficiency... plus two side batteries of either nuclear engines or those medium engines you start off with in Career Mode, for that extra push MINUS the fuel-guzzling).
  15. Hmmm... I DO like engine clusters. Perfect for heavy lifters AND Colony Ships/Mobile Stations. I'll take a look at this, soon enough.
  16. Yesterday, I tried out two Gantry Rails inside a MK2 cargo bay (attached on either side using tiny cubes and two spaceplane probe cores, and joined together with a series of square plates)... long-story short, I made a liftable "bay" floor. Why's it relevant to any of you? Well, considering I usually just mess with Guide Rails, and practically nothing else (SOMETIMES using 90 Degree hinges), I'm slowly figuring out how to work each part.
  17. Not sure if anyone thought of this, but besides the fuel pipe with controls furl flow like docks normally do... has anyone though of a fuel duct? Basically, instead of transferring fuel, like the normal fuel duct, it shares the fuel with more than one tank, passively. The down side being you need to consciously know WHICH WAY the duct is going, when you attach them (the first linked end should signify the direction the duct's fuel flow is going).
  18. Actually, don't ask me HOW, but somehow... the problem is gone. I can hit the Escape Key and pause the game... Just to make sure I made that the input key for that in Settings. I'm sorry to have intruded in the other topic; I just figured that, since it had a similar problem to mine, I figured "vaporize two Kerbal Pilots with one badly-made VTOL" (kill two birds with one stone) and ask there. I deeply apologize for my rash actions, and I sincerely thank you for at least taking the time to look into my topic.
  19. Still kind of need help. Granted, I deleted the game, and I know re-installing it will probably yield the same problem (it has since the initial problem)... so... is it a problem the log MAY convey, or is this a coding issue (tbh, this has happened to me before, two KSP versions prior, before Career Mode had Funds and Contracts. Had to remove every plugin/mod, and THEN the game, and somehow it fixed itself; but this time I have no such luck)?
  20. Actually, hold up, I didn't know that Steam didn't clear out ALL the files from the common folder... so let's see if that worked. EDIT: Nope... didn't change a thing. Still need help.
  21. After clearing out ALL my mods/plugins (I think it was either the Active Texture Manager or Module manager that may be the culprits, because I didn't have game crashes, file corruptions, and THIS problem until after downloading one, and updating the other, respectfully), and deleting and reinstalling and validating the cache of this game multiple times, I STILL cannot use the Escape button to pause my game. I'm sorry to sound hysterical, but this problem is driving me up a wall! And YES, I set my Career Mode on Normal, meaning I CAN pause the game! Please help me!
  22. WARNING! HUGE, PASSIONATE RANT!! What did I do "today"? I lost my Career Mode file due to the game bugging out... AGAIN! Oh SURE, my Sandbox mode is untouched, BUT I DON'T CARE AOUT SANDBOX! I want a natural progression AND a challenge! I want to slowly expand my skills so I can get BETTER and more CREATIVE at this whole game, and all that delicious science and funding!! (basically, JUST when I finally figured out how to pair up two frame-held Rovers attached to a Heavy Lander, especially since the previous launch I had to make my Kerbal march for 3 HOURS on the Mun back to the lander after his propellant ran out... and with this new rocket I could no longer focus on my rocket [darn you, "Focus: Kerbin"!], and I accidentally focused on a debris chunk of the rocket, and couldn't get back to Space Center... and had to FORCE hard-boot the laptop!) Sorry for the rage-fuelled rant... I'm just saying that FOR ONCE I'd LIKE to progress my Career Mode unhindered WITHOUT something ruining my file, and WITHOUT bothering to learn how to back up files!! Once again... I'm sorry for this... I... need to vent something badly. Uhm... also, is there any way, through the KSP Data or anything else, I can... change/undo something to revise it back to before it got damaged?
  23. Ok, thank you ALL!! I didn't know you needed to use the [ or ] keys (tbh, I may have been playing for 5 months, but there's a LOT I need to learn). This, otoh, was kinda rude.
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