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GiantTank
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Everything posted by GiantTank
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So, I downloaded 0.90 an hour ago, and it will not run no matter what. I open up ksp, in both 32 and 64 bit, and before I even get to the squad screen, it says "Uh Oh, game crashed" I have basically not had a chance to open up KSP 0.90 and start up a new career. I do have steam, and multiple installs for RSS and non RSS. When I updated, steam created a new game, completely stock and seperate from my 2 other installs. My computer should be fine, I ran B9 a couple of weeks. Log: https://docs.google.com/document/d/1BcEnRo1fK7X8_Z59a7_djzKA3H51FQsuAfUUA4PhnW8/edit?usp=sharing Thank you so much! EDIT: Always crashes before I even get to load screen. Instacrashing, if you will.
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With 2015 in just a couple of days, and 0.90 in our games, what are your New Years resolutions for KSP in 2015? I'll kick off with mine: stop overEngineering my lower stage in RSS, then having a small payload fraction up top. Share. NOW!!!
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
GiantTank replied to KasperVld's topic in KSP1 Discussion
Is 64 windiws stable -
KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
GiantTank replied to KasperVld's topic in KSP1 Discussion
But.. i cant update, so many mods, in the middle of a session right now.... NO!!!!!! -
KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
GiantTank replied to KasperVld's topic in KSP1 Discussion
Attention passengers: the hype train will come to a sudden stop. We will have over 49,0000 gs of force. Please, fasten your seatbelts and HARGHNTFRSAHJ -
Hi! Im currently playing with RSS (Actual earth, not 6.4x) and want advanced technology to make my burns easier. *COUGH COUGH VISTA* instead of waiting 10 hours for a NERVA, even with tweakscale. What I dont want to do is have to hoist giant reactors into geostationary orbits, as that is quite hard. So, how do I change the engine so the need for megajoules=0? Thanks!
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Inspired by my cfg edits, it appears?
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Today, I discovered that with cfg edits and 400,000 ton rockets, physics breaks down. As you can see, the rocket spawns off the pad (45 meter wide), and I needed to cfg edit launch clamps to make them strong enough to hold this beast.
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How to make launch clamps stronger?
GiantTank replied to GiantTank's topic in KSP1 Gameplay Questions and Tutorials
Thank you all! Now lets redirect Jool! -
How to make launch clamps stronger?
GiantTank replied to GiantTank's topic in KSP1 Gameplay Questions and Tutorials
Ah, thank you. Will test later, for now I have to do homework. Thought it would be in structural. -
How to make launch clamps stronger?
GiantTank replied to GiantTank's topic in KSP1 Gameplay Questions and Tutorials
Well, I cannot find launch clamp cfg file -
How to make launch clamps stronger?
GiantTank replied to GiantTank's topic in KSP1 Gameplay Questions and Tutorials
Uh... I cfg file edited. I wanted to see how big I could go. -
So, I went into the cfg files and jacked up some stats. I have a 45 meter engine and fuel tank, which together weigh 300,000 tons. But, when I try to launch it, it suffers from Krakenitis, due to it being so big it does not spawn on the launchpad (Unbreakable buildings are on). And launchclamps are way to weak, even with KJR. So, how on kerbin would I make clamps stronger? Or do I have to abandon this project all together? Is there a limit on how big rockets can get before physics breaks down? Because, 300 thousand tons is 3 times the size of a nimitz.
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You know you overbuilt your rocket when...
GiantTank replied to Deadpangod3's topic in KSP1 Discussion
When you design a rocket, design a rocket to lift that rocket, design a rocket to lift THAT rocket. Rocket^4=Kraken. -
Please folks appreciate the mod makers
GiantTank replied to CommanderJohnKoenig's topic in KSP1 Mods Discussions
Exactly. I tried once just to make one more part, was a kraken summoning broken disaster. Imagine the people who make gigamods with 100s of parts. The ones who make mods like ATM for people with sucky computers. Modding is hard. Appreciate the awesome work these guys make.