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titan357

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Everything posted by titan357

  1. Kerbal stuff shutdown and thats where the mod is hosted. Until the creator uploads it else where there isnt anyway to get it.
  2. Ahh, that sounds like its just what I need to make the mod a bit more friendly for me and my mod list (that I need to prune tonight), so thank you. I think the last time I loaded the game up it was sitting around 805 plugins and took forever (even on my I7 4770K/SSD setup) to get in game, most of the parts are things I wanted to try and wrote off after trying them, but the game sits pretty solid at 60FPS until I get some debirs floating around and 10+ objects in orbit. Didn't think about launching multiple com sats in one go, and with KW rockets new parts I think I could launch 2-4 at a time on a manned mission and drop them as I go at different heights and inclinations.
  3. It worked fine for me last night with a bundle of other mods (KW rockets .23.5, MKS, KAS .23.5 and many others about 800 plugins at launch) that either had not been "officially updated" for .24 and X64 and I had one crash in about 10 hours of gameplay with all these mods + 200 debris at 1/2 textures and 1/2 rendering. Now my own personal question, is it possible to "mod the mod" to make it less "game-y and repetitive". What I mean is launching the same exact rocket/sat setup 3 to 10 times gets a little old, I am glad I had mechjeb or I would have never gotten all my sats into orbit. I would like to keep the way you can connect them to each other, but without nearly as much range restriction as it has now. I know the OP has the edit for no time delay but I would like to double the range of the omnidirectional antenna, or have it at least able to target the Mun from about 500K Kerbin orbit. At the very least I would like to keep the dishes/antenna the mods add (they look cool) and just keep the connectivity part as simple as I can.
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