Jump to content

GiantTank

Members
  • Posts

    162
  • Joined

  • Last visited

Everything posted by GiantTank

  1. I got it to show up in weapon manager and put decouplers, but when I click on "unnamed', no VLS door opens, thus making it so I cannot launch the missile. Am I doing something wrong or has this feature not been implemented? (Custom missile)
  2. With the whole Modular Missile thing, is it possible for the missile to show up in the weapon manager? I am trying to put a missile in the VLS tube (from large ship parts), but I can't exactly figure out how to launch it. Thanks!
  3. Mine isn't working for some reason. Clean version of KSP, Kopernicus installed, and it does not show up anywhere. Any suggestions?
  4. Interesting, I always thought KER was Mechjeb without the autopilot. Ill check it out tommorow, sounds awesome!
  5. A while ago, one of my Kerbals was heading back from Duna. Everything was going fine, until I decoupled my excess fuel and later opened my parachute. All of a sudden, I look up to see my Duna return module flying towards me at high speed. I tried to use RCS to get out of the way, but to no avail, I got most of my capsule out of the way, but the fuel tank managed to shave off only my parachute, sending my command pod into a wild spin that eventually resulted in Lithobraking into a mountain.
  6. Something like 20 minutes using ion engines in RSS to get to jupiter. Basically I resorted to cfg file editing to increase the thrust by about 100x (just to speed things up) and it still took an incredibly long time. Keep in mind that RSS ion engines have their thrust nerfed to basically nothing, while their ISP becomes absolutely insane.
  7. One of my main problems has always been mounting SRBs onto the decoupler. When you have large (10-15 meter) diameter first stages in RSS, it can sometimes be hard to place the SRB spot onto the decoupler-otherwise, It sticks to the rocket and doesn't seperate. Usually takes me 3-5 tries to get it right.
  8. You guys are thinking too small. We need a massive statue of HarvesteR with his hands cupped around the entire Space Center. Make it seem like he is lifting the Kerbals to the stars.
  9. Yeah, KSP cant spam roster updates I would like to see bug squashing before new features. Other than that, futuristic things. Massive starships cruising around would be boatloads of fun.
  10. READ THIS IS GREAT NEWS (Putting it in Ship Threads) So you know the jumping ship bug which would make your ship go orbital velocity when you loaded it? Turns out, theres a fix from something completely unrelated. I was messing around, and it turns out that FERRAM AEROSPACE (FAR) fixes the jumping ship bug. I have no idea why, but it fixes it. So play on KerbaSailors!
  11. READ THIS IS GREAT NEWS So you know the jumping ship bug which would make your ship go orbital velocity when you loaded it? Turns out, theres a fix from something completely unrelated. I was messing around, and it turns out that FERRAM AEROSPACE (FAR) fixes the jumping ship bug. I have no idea why, but it fixes it. So play on KerbaSailors!
  12. What does module manager scripts require? I would be glad to help.
  13. Using KSP 1.1 Prerelease Steps: Build a ship, using modded parts (I use Lship parts, but WW2 warships reports as well). Put a weapon manager and some guns on it. No Tweakscale. Use hyperedit to place in water, and go to space center. Now, go back to the ship. When you go back, the ship is stable for a couple seconds. When physics loads, the ship is ripped off the water at 11,000 meters per second. Mods (used to create ship bolded): BD Armory, CAL, Firespitter, Hangar Extender, KJR, Hyperedit, Large Ship Parts, Mechjeb, Naval Artillery System, Procedural Fairings, Procedural Parts, Tweakscale
  14. You all are complaining about having everything on one stage- I thought the stage at the very top was the first stage (Got stages reversed). So parachute goes off, then engine lights and whole rocket explodes.
  15. Well, looks like I have just got myself a hype train ticket. Once we pass 1.1 station I am going to disembark at the Kerbal Ship Port, so I can see my new couple kilometer long aircraft carrier launch without blowing up and flinging pieces out at earth escape velocity (Earth escape, not kerbin)
  16. Hi! I have a few comments/questions on this mod 1.) Ships blowing up on load is normal and will be fixed in 1.1 (KSP), yes? 2.) As another user has said, carrier parts are a little bit big. 600m is about twice the largest carrier on earth. Also, they are super light. A USA carrier is 100,000 tons. Instead of 2700 tons a piece of carrier, it should be around 30-40 thousand 3.) Surface attaching is hard. It is hard to build bridges, for example. Parts are placed at a weird orientation.
  17. What is the biggest RO engine available? I know of the 5x F1 cluster, but is there anything bigger that has a working config? (Not SRBS)
  18. So if i try add a mode the check box gets checked but i cant apply changes so no mods get installed Note ive reinstalled ckan and verified game cache __ edit Ive managed to bypass this error by using someone .ckan file to install mods, awkward work around but now at least majority of them are installed edit2: This didnt work and i got error after it was finished downloading. Update NetKan to 4.5. Got info from GitHub (https://github.com/KSP-CKAN/CKAN/issues/1418) just scroll down and find the link
  19. Hey, i just got a new computer (8 gigs of ram, yay!) but this happens when i try to install something on CKAN. If i press continue, the buttons are grayed out and i cant do anything. I am pretty sure I installed it right. It did have trouble detecting KSP on my computer (flash drive copy issues) so i did it manually and i think it recognized. No mods installed. (cleaned out old version) help? EDIT: NVM, updated NetKan to 4.5 and that fixed it
  20. Had this error several times. I tried reinstall, have latest version , clean ksp install and its still there. It grays out(I think) the go to changes button so I can't do anything. any help? thanks in advance
  21. I found this: http://forum.kerbalspaceprogram.com/threads/121017-WIP-Convair-NEXUS-super-heavy-Earth-Launch-Vehicle Sounds like heaven if someone can make it RO compatible But wait...there's more! http://www.projectrho.com/public_html/rocket/surfaceorbit.php#supernexus The details on this one are fuzzy but 4600 metric tons to LEO...I will be extremely happy if someone could calculate approximate thrust needed and rescale the above to make both of these engines...I don't know how to do any of this stuff and I wanna see what you guys think so I posted this
  22. I spent 1.5 hrs working on a craft. Press the save button. The craft gets deleted. I press control z and nothing happens. Make it so if you press a button it doesnt lead to the whole freaking craft being deleted, and second, make control z work reliably. And no, dont bring up the "switch cursor mouse tool" nonsense, i shouldnt have to do that.
  23. I know infernal robotics causes a lot of bugs, try removing that. Or, move all the mods to a seperate folder and run the game stock and see if the bug is still present. If it is, do the above post.
  24. Hundreds, probably. There was that one time my space station with 35 kerbals crashed into my 7 kerbal shuttle. Or that time when I built a rocket that the kraken had a crush on. Or the time that I flung a bunch of hitchiker pods on solar escape trajectories, never to be seen again...
  25. Right, NP needs a complete rework. Nothing changed. Ksp did load blazing fast though. It used to tale 10 minutes! so, yeah I guess the same would be true with KW rocketry. I dont know how to change this stuff, if someone could tell me it would be great.
×
×
  • Create New...