-
Posts
2,675 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by goldenpsp
-
parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It's not a program files issue. But it could be what SVM suggests as I had been picking the motor first. I will try again when I get home from work. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
The only relevant info I could think of is install order. I started with a clean 1.0 install and added the USI mods in the order they were listed in my downloads folder. So sounding rockets was copied over after MKS and before SrvPack. When copying I did allow files to be overwritten, as I assumed all the latest builds had the same versions of the common folders (usitools etc). -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Hmm. I have tried multiple configurations and no joy. My Kerbals must be using Super glue. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Did not see the trusses until later. How is the engine supposed to fall off? Keeping in mind that you don't get the small stack separator out of the gate. Sure once you unlock some nodes you can use that, but I think the issue being brought up was the utility of the parts you get out of the gate at the start of the game. -
Such an informative and constructive post. Given the pace that the popular mods have already updated to 1.0 I wouldn't count on that.
-
parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I had: 1-SRM-S motor 1-Nosecone Parachute 1-Meteorological Survey Package 1-Mini battery pack (otherwise I had no EC, would not launch) 1-Avionics package (Otherwise I had no control, would not launch) -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I have. The standard nosecone chute seems largely ineffective and I only just unlocked Pack chutes as they are 2 levels deep. -
[1.12.x] Alcubierre Warp Drive (Stand-alone)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Well to be fair, Rover has had somewhat of an advantage as he has been directly working on aspects of the 1.0 release. So he probably had better access than some modders to the code ahead of time to get ready. Im also pretty sure he is a cyborg who needs no sleep. -
Yay, I basically stopped playing a few months ago waiting for 1.0 and all the USI goodness. Time to dust off KSP and start exploring again.
- 5,673 replies
-
- 1
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
Make a .90 copy of your game so you don't update over top of it. That way if it does break it you can choose to finish your save game in .90
-
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Check firespitter version. Those all sound like they are functions that firespitter handles. -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
this for sure -
People play out of their Steam install directory to begin with? First thing I do when there is an update is make a copy of my KSP folder to KSP-Current and play out of that. That way especially when you start adding mods, it is less messy dealing with future updates.
-
[1.12.x] Alcubierre Warp Drive (Stand-alone)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Browse thru this thread. I'm pretty sure someone had a sort of tutuorial with pictures. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
goldenpsp replied to Angelo Kerman's topic in KSP1 Mod Releases
One thing to keep in mind is that due to Roverdude's design, the MKS/OKS mod is pretty light on RAM given the number of pieces. Also the way many model's and textures are shared, you will likely not gain much unless you plan on removing all of the parts. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
What? your reply makes no sense. He was asking if ART and AMT were full of bees (or wasps in his case). I was replying that only ART is full of bees at the moment. AMT is fine. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
Only ART IIRC. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I think Roverdude's idea was that it would be hard to fill up the tank. You don't need that much fuel to go really far. -
Amazingly right in the OP
-
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
It isn't. If you read carefully it states you must install tweakscale separately (ie tweakscale is not included). That does not necessarily mean tweakscale is a required mod. If you search the thread you will find numerous references to the fact that tweakscale is only necessary to change the part sizes -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
I use IR without tweakscale. I just can't resize the IR parts so I have to be more creative. -
[1.12.x] Freight Transport Technologies [v0.6.0]
goldenpsp replied to RoverDude's topic in KSP1 Mod Releases
You can stay at the same altitude and move forward by tilting. And a helicopter by definition is a VTOL so I don't see where that's an issue. -
If you are using USI MKS/OKS it hides the parts from this mod in favor of the MKS/OKS alternatives.