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guitarxe

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Everything posted by guitarxe

  1. Eh, something ain't right with those npp styles - the bgColor for both, for all keywords and other style elements, are all set to "FFFFFF". Had to set it up myself but oh well, I'm happy I've got some syntax highlighting now
  2. I don't suppose there is any kind of auto-completion available for NP++?
  3. Well, considering Jeb's personality, nothing going wrong might actually ruin his Monday indeed...
  4. This mod is so huge and I am so lost. Does anyone have some kind of a "progression sheet" to show which engines progress into which ones? I'm using RSS+RO, and want to start with basic sub-orbital rockets, but I have no idea which engine to use! Too many are overkill for the job, some others far too small.
  5. The log is 3.5mb in size, can't find a place to host it, do you know of any? I've realized that I think this bug seems to only occur during the first install. I.E - Install RSS + Dependencies. Then install RO and play - everything is fine. Quit the game and play again - RSS seems to disappear. Quit the game and play again - RSS reappears and stays. So it's pretty weird.
  6. Nobody else having problem using this and RSS together?
  7. Does anyone have an issue where after installing RO then RSS stops working? I mean that with no RO, I have real solar system. Then I install RO and instead of real solar system, it's back to Kerbol system. If I delete RO folder, then back to real solar system again. Are these two mods incompatible?
  8. I've got a strange problem with RSS and RO. When I install RO, it changes something such that RSS no longer works. I get normal Kerbol system instead of RSS. If I delete the RO folder, it goes back to real solar system.
  9. Awesome! That's exactly what I wanted. Thanks!
  10. You mean to say RO applies patches to those parts that not only makes them applicable to RSS but also makes them compatible with 1.0.2 for those that are outdated? If so, do I need to install those parts before I install RO?
  11. The RO thread has a list of part packs for engines, but it looks like almost all of them do not work with 1.0.2. Does anyone know which ones work? In particular I'm interested in the ones which are more or less balanced for RO + RSS, because as I understand it packs such as KW Rocketry (the one which DOES work with 1.0.2), is for Stock, and probably won't work very well with RO + RSS?
  12. I thought RSS was listed as a "dependency" mod? Is it not required for RO?
  13. Hm, after installing it through CKAN just now, it looks like it missed RSS. How strange. Question about manual install - since RO changes files in other mods, I assume RO should be installed last and overwrite anything?
  14. I find myself more and more using exclusively procedural parts in my sandbox game, allowing myself to design my craft exactly how I want it with my own rules without having to be restricted to design limitations due to the small number of available parts in stock. One problem though is that although there was a pack for Saturn-like textures for procedural parts, I still want some more choice Is anyone willing to do a few more textures? Something more stock-like (I actually like the stock looks), or maybe more nasa-modern like?
  15. Have you guys heard of the game called No Man's Sky? There's this little bit of gameplay from the recent E3: A few years ago, before I ever played KSP, this game would have really excited me. Now, any kind of space game like this I can't even look at, it does nothing for me, I have zero interest in them now. If you'd allow me to be so crude, it's like my gaming member has become impotent. And it's not just space games, either!
  16. If you post pictures of your ship, it would be easier to help you. I've done this before myself, the doors would swing open and clip through the fuel tanks, thus pushing them aside and breaking up the ship. Even though you say they clip only a little bit, why are you surprised that it causes the ship to break up? After I did that mistake with the doors myself, I now always test all moving parts of my ship during pre-launch and fix any problems I find. Heck, I've even done a dry staging test on some very complicated designs. It pays off in the long term to test your designs before sending them out on a real mission and realizing you've got something off in your design.
  17. I don't believe the darkness time in a polar orbit would be any different from an equatorial one? You are still blocked by the body you orbit for only half an orbit in both cases, and being eclipsed by Kerbin is no different in a polar orbit than it is in an equatorial orbit.
  18. What the? Do you have more info on that story? What happened in the end?
  19. I was just asking about this the other day - http://forum.kerbalspaceprogram.com/threads/125053-EVA-re-entry-is-possible Was really surprised this was possible. I've never tried it before in earlier versions, how did it work in earlier versions?
  20. I find that if I take a very shallow ascent profile, and reach a target of 75km AP, I am at 40km alt with about 5 mins to AP. If I just coast from this point on, I will lose a lot of speed by the time I reach AP, which will actually dip below 70km unless I keep pumping it up. What's better to do in this case? Lower thrust such that I burn for much longer, but at lower thrust, while keeping the time to AP lower, or should I take a steeper ascent profile and pay more dV at the circularization burn? What will end up less in total?
  21. Any way to make it "save" the big map so that it doesn't constantly re-create it every time I open it or change the map type? Do this a couple of times and the game runs out of RAM and crashes.
  22. Limitation of the game. You cannot radially attach sub-assemblies. You can only stack attach them. You will also notice if you try to make that decoupler or pylon as the root part of the vessel, it won't let you. There are some work arounds, though, to get what you want - the first is to build your hoppers at the same time as your other vessel. Or, there's a neat trick to making this a whole lot easier. Imagine that you will be attaching your hoppers to a fuel tank on your other vessel. What you want to do then, is to attach that same fuel tank part to your hopper, make the fuel tank the root part, and save that as sub-assembly. Then when you load your other vessel and grab the sub-assembly, you just replace the fuel tank from your other vessel with the one you have in the sub-assembly.
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