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velve

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Everything posted by velve

  1. Awesome! Going to download this for the first time, just saw a video of it while browsing and I came in here to see a new version released. Oh, the Curse download on the website states v1.3 but the actual download still says v1.2 Going to try this out now.
  2. I would definitely use the aggressive active texture management version, I was using it with more than twice the amount of part mods you're using and I didn't crash. That said I do not run my game with very high settings which is most likely the cause of me being able to run so many mods. I only have 4gb RAM as well.
  3. Thanks for the response..... I have opened the realsettings.cfg and found this %useRealisticMass = true %tankMassMultiplier = 4.807692308 %engineMassMultiplier = 3.2 %heatMultiplier = 1.0 MFS_TECHLEVELS { ENGINETYPE { name = O TLISP0 { key = 0 286 key = 1 100 } TLTWR0 = 18.9 TLTECH0 = start TLTHROTTLE0 = 1 TLISP1 that is generally what repeats, what do I need to change? And what would be a good value? again thanks //I seem to have gone horribly wrong somewhere along the line, I followed instructions word for word branching out from the real solar system mod for all its compatibilites yet, I just had a run through after getting some larger engines and it feels like they are on rails. To explain in more detail, when I activate the launch phase my rockets have the resemblance of a very stiff rocket going up at 3X warp speed in vanilla KSP, I get up to 500m/s within a few seconds...there is no feel or emotion attached to a launch at all anymore. Somewhere I have a conflict and I'm a bit tired now to sift through it all. My lack of understanding of all the terms and effects is also not helping. here is what I currently have running Sorry for intruding on this thread, I will gladly remove this in the morning and post it in a more appropriate section but for now I have to hit the hay if anyone spots the culprit feel free/please pm me
  4. Wow, definitel going to use this after my Real Solar System play-through, I've been looking forward to a mod like this!
  5. Had this same problem, in my case I had to turn the terrain detail up to default, which leaves a 1 metre error, or turn it up to high which has no error.
  6. I didn't get anything into kerbins orbit.....getting to grips with a lot of realism overhaul mods. The moon "MUN" seems lightyears away at this stage. Although I guess the idea of these mods is to generally throw you back into the 1940's and work your way through from there....kind of.
  7. Seems there has not been a reply in a while but got a quick question, Does KIDS play nice with -Real Solar System, Realism overhaul, Listed Realism overhaul mods, Realistic Progression lite and all its submods? Yes I may have fallen for the "realism" trap, but I'm really enjoying them and was just wondering if KIDS enjoys them too? Because of the scaling I figured there might be some issues, as I am not mathematically inclined, I tend to learn the mechanics of something through constant use and trial and error, If a mod causes balance issues I will not even notice it and struggle on for ages since I'm not completely clued up with the mechanics behind KSP just yet.
  8. Yeah not so well, I had built a rudimentary lander with a horizontally based fuel tank as the basis, looked similar to a millipede. My vertical velocity was fine, but I was traveling along the surface at about 40m/s when one of the landing legs clipped a bulge and sent me spinning in a cartwheeling effect. lost a few legs and the engine so poor Jeb was stranded. I quickly built up the tech I needed to send out a rescue mission. And he is now safely at home. Will never forget the thrill of the first landing though,
  9. I've just started modding and using this and realism overhaul as my foundation but I have a problem or rather a question? When installed, the planets are all in the correct position only, the names are still the same as vanilla. Is it supposed to be this way or did I miss a step somewhere?
  10. Oh....didn't see that one thank you
  11. Hi there I stumbled across Planet Factory, a mod which adds a few more planets to KSP. The problem is I have no idea what is going on with the mod, the download links are all gone yet I'm able to find a link to the "source code" from github. it is 48mb in size so I assumed this was the mod itself. When adding it I can see it loading the resources in the loader when you start the game up but nothing changes I don't see any new planets. Was this mod in violation of terms or something? Why is it so hard to track down, if someone has a link to the working mod please share it with me I"m quite interested in it. Thanks.
  12. The KAC is working perfectly and is exactly what I needed, love how it just knows you know. I will use caution when installing mods with parts then, seems that is the biggest problem. So say for instance I wanted to install this B9 pack that everyone uses, its no good on a current save? It will cause problems, good to know.
  13. I do use active texture management, the basic version this is the only "mod" I am currently using in my career. Thanks for the help guys, now I have an idea of what to look out for.
  14. Title pretty much says it all, is it ok to do so? Google didn't turn up an answer on this one. Are there any mods I should watch out for that are known to break saves? I decided to do a vanilla play-through but one mod caught my eye that I figured I could really use just to enhance the experience a bit it is the "Kerbal Alarm Clock mod". Its the one mod I feel I really need so thats the question is it safe to chuck in mid-game or not? Also on a side note, there isn't by any chance and IRC channel or something where I can quickly pop in and fire off small quick questions without clogging up forum space?
  15. I am on top of the MUN, for multiple reasons. 1. I have bought a game I actually DO NOT REGRET whatsoever in the slightest. I am having the time of my life, never thought I would be into space and all its travels and complications, yet now I find myself browsing the web until early hours of the morning for any interesting articles related. In a way KSP has helped me find a piece of myself I never knew existed. A hidden interstellar network of neurons I've never had reason to process. So for that a big thank you to SQUAD and all affiliates. 2. The forums, It is hard to come across a forum full of mature people who have a love for physics and space travel. It is just so nice to be able to get respectable decent responses from members all looking to lend a hand and help out, or just to share things/stories they love. You guys are great! I am yet to be proven wrong on this point touch wood but I am loving it here. 3. The guys making mods, I am yet to delve into them but from what I hear there is some great work being done. Basically I just felt I needed to share my appreciation for whats going on here. So sorry for the boring read Apologies for my English as well, I share a 50/50 divide with 2 languages.
  16. Managed to hop on my MAT (MUN attempt Ten) and find himself upside down after rolling down a nice gentle crater. Why does he do this..... My next mission is to send up a refueling vessel to get him back with all his valuable info. Although his location is less than preferable.
  17. Good stuff, thank you. First things first though gonna grab myself about 5 hours of sleep and then straight back to my new Fix in the morning. Gotta love holidays! I'm a bit worried though KSP is slowly becoming one of my favourite games, and when that happens life around me stops for a while
  18. Thanks claw! I must admit as much as it pains me, I'm truly struggling getting my tiny separate "manned" moon lander to MUN. I have no idea of the proper procedure to launching cargo, (anything not contributing to the rockets movements itself) it doesn't even look like it weighs a lot. it fits within 2 normal blocked fuel tanks. been struggling for about 5 hours now, juggling various designs that don't work. The most Ive acheived was about 2,176m/s orbit speed off Kerbin.
  19. Nah sorry I meant the disable on the RCS boosters themselves. I didn't disable the tanks when I tried because I didn't know what it did, thus they were depleted. All is sorted now, I still failed my MUN landing in any case. I seem to have a new type of problem ----> unlock bigger rockets ------> use bigger rockets -----> get even less distance then I did when using small efficient rockets. I made a ship with 2 asparagus booster stages(the 2000thrust ones I forget the name) and a 3 stage core and ran out of fuel near the MUN....yet now I am back to the "oldschool" builds I made and am getting to minimus.
  20. This is what I was looking for thank you, I figured out the right click to disable, but the mono-pro tanks were still being used Wasn't sure what the green arrow thing was for it didn't seem to have an effect....cost me a trip to the MUN but eh Ill go again. //Sorry for being a bit vague in my OP, this game is costing me a lot of sleep.
  21. Hi there quick question here, I have a moon lander with RCS, my main ship also uses RCS. The moon lander is attached to the main ship, I need to only use the RCS on the main ship because I have come up 126m/s short of an orbit, and I stashed loads of monopropellant. How do I do this?
  22. I'm a bit confused at this tortoise? I will look up the kOS plugin thanks the_bt.
  23. Hi there I'm doing a playthrough of a vanilla career mode and after a few days of heavy playing I have boiled some suggestions down to a couple. These are just minor annoyances that can easily be fixed I'm sure, and if a fix for these problems is out there or I am not doing something right be sure to let me know. I am new after all. So here they are. 1. Kerbals keep being reset after ever minor change on your craft or every transition between areas. Not that kerbals have much use at all but I enjoy using certain kerbals for certain missions and I cannot explain how many times I have found myself on the launch site with the default Jeb kerbal. This is especially a problem with certain parts like the mobile research station. Many times I have sent it up not realizing is has no crew. Yes I should get into the habit of launching after choosing crew but when you're popping in to add one strut to your craft you don't always think of these things again...perhaps once you save a craft the allocated kerbal can be saved in that slot too? 2. Setting off stages from the map mode. I do not have a beefy rig and the transition between flight and map mode is a little bumpy and laggy, I spend a lot of time in map mode doing my movements and while launching when I'm setting up the perfect orbit, it is a pain to "m" back, miss the stage and lose momentum. And please don't suggest Mechjeb ( I think thats the name) because not everyone likes automation. 2 Small suggestions I have so far that have been bugging me enough to come and post a suggestion. Loving the game!
  24. Right thanks guys! So the methods include the claw or pushing with EVA(this is an interesting one thanks). This is all really cool this game doesn't stop amazing me. The claw is indeed a bit out of my tech level at the moment I can see it but I need 100 research more. So I like this option I think with the EVA I will just send my poor kerbal into the sun. Also about the thrust issue I have been having. It is now gone, I cannot beleive I did not familiarize myself with the manouvre mechanic. I used it to get within something like 1000m orbit around Minmus. Now to build up research for the claw. Its funny, I had one successful trip to the moon, after that about 20+ failed attempts. Thanks for the help guys
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