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sober667

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Posts posted by sober667

  1. if somebody still thinking about

    http://forum.kerbalspaceprogram.com/threads/78857-0-23-5-Planitron-Reloaded-Update-(25th-may-14-v0-3-7)

    mod that could help with testing

    work for me

    i think rocket-like was to early shoted out haveing now realy big rocket(NASA parts) could give us nice dV and enough TWR having one huge engine and pair or more nuclear for final ascending and circulizacjon

  2. Gentlemen after becoming aware of the fact that most of you share the same "i wonder if?" type curiosity as me and seeing Darrens arch has Prompted me to show you these.

    Yes it is possible to loop the loop with a rover , but certainly not with stock wheels, and I've never managed enough control to do it with repulsors, good luck trying , dl below if you use KK they 'll go straight in just by start of runway( sold as seen) (and seriously they've been around since 0.19)

    http://i.imgur.com/wmywvDa.png

    http://i.imgur.com/vCOgZ1R.png

    HotwheelsLoop

    Ramps one appears in structural menu

    u can probavly make it with stock weels if u ofc use landing gear instead of rover weels (if they dont stuck)

  3. nice idea

    can that system could be used in"clasical" lander?(ofc with powerfull enough engines?) my point is could i add for ex that module to other LFO or even karbonite engines(so we will have more variants)

    and u could use other fuels or even aadd your own wich will have no flow but could be manualy transfered(like forex Eva monopropelant)

    and i love Bahamuto's animations glad u use them so i will see them more ofen

  4. I can confirm that the Maintenance Pod is broken in the latest release, even after reinstalling all USI-mods and the accompanied mods. Visually the pod is lacking the driver seat as well.

    Log says the following when launching anything with the pod:

    Cannot find InternalPart 'MaintPodInternal'

    ArgumentException: The thing you want to instantiate is null.
    at UnityEngine.Object.CheckNullArgument (System.Object arg, System.String message) [0x00000] in <filename unknown>:0
    at UnityEngine.Object.Instantiate (UnityEngine.Object original) [0x00000] in <filename unknown>:0
    at Part.AddInternalPart (.ConfigNode node) [0x00000] in <filename unknown>:0
    at Part.CreateInternalModel () [0x00000] in <filename unknown>:0
    at Part.SpawnCrew () [0x00000] in <filename unknown>:0
    at Vessel.SpawnCrew () [0x00000] in <filename unknown>:0
    at Vessel.MakeActive () [0x00000] in <filename unknown>:0
    at FlightGlobals.setActiveVessel (.Vessel v, Boolean force) [0x00000] in <filename unknown>:0
    at FlightGlobals.SetActiveVessel (.Vessel v) [0x00000] in <filename unknown>:0
    at ShipConstruction.AssembleForLaunch (.ShipConstruct ship, System.String landedAt, System.String flagURL, .Game sceneState, .VesselCrewManifest crewManifest) [0x00000] in <filename unknown>:0
    at FlightDriver.Start () [0x00000] in <filename unknown>:0

    same here in older version dont work all exp cocpits now only meinteference and still problem with all IVA ar same for exp pack multiple cocpits on one ship

  5. wow i have and question.. what resousers u plan to ad? and will be any only economical so only reason to mine is to ship it and sell or better-giving reputation for selling it

    and nice claws but i wondering.. becouse is realy small amount of low profile landing platforms(like that 2.5mclaw) so it will be possible to cach within these claw ground? or is posible to have some landing struts for realy low profle lander?

  6. Well, here we go:

    >> TreeLoader to ATC Converter v1.0 <<

    (Direct link) (Source)

    THIS WILL PROBABLY NOT WORK. Just saying. :) It's not very well tested, but it works for me. And please note the disclaimer below.

    DISCLAIMER - PLEASE READ - SUPER DUPER IMPORTANT!

    This will not work with all trees as ATC cannot load more than 55 nodes and the node names have to be the default stock ones. Given this, some manual editing of the files will very likely be required. I can't do this automatically as that would require assumptions of which nodes to keep or delete that I cannot make.

    Installation

    • Unzip all files to any folder.
    • Run atc-treeloader-converter.exe

    Usage

    • Check the "Load parts definitions?" checkbox to include parts TechRequired definitions in the tech tree file. This is important for trees that move parts around (which most trees do).
    • If checked, you need to specify the KSP folder location so that the tool can scan for parts and their TechRequired property.
    • Once a file is selected to convert, it will automatically be saved in the same location as the source file with "atc_" appended to it. E.g. if your TreeLoader file is called tree.cfg the converted file will be called atc_tree.cfg.

    good but to bad that it wont work with interstellar yet..but i think soon

  7. So I've updated to .25, all the mods I have (the list is long) have also been updated. I started a brand new career and now I have a slight issue... Right clicking on any capsule or Kerbal results in the menu displaying the general information followed by radiation information and then rad status safe. This radiation section is repeated over and over until it extend past the edge of the screen which prevents me from using any of the button in the right click menu. Any ideas?

    Reinstal mod

  8. Oh, much more resource goodness coming up. I had to do FTT as a precursor to what I want to really do with mining.

    i wonder what it may be Dimonds maby? or Amber? Silicon?

    and question all mods are still compatibile to 0.24.2?

    becouse have problems with seting in 25 maby wait until all mods i use(and there a lot of them(if im rigth about 50th)

    will be completly fine within it

  9. Firespitter isn't maintained by RoverDude, it's just bundled with this modpack. Firespitter comes with a lot of mods, but hasn't updated to 0.25 yet - not that it causes any problems that I've seen.

    u are wrong DLL was updated to 0.25 is (Just not included in download yet is added in that thread by the autor)

    EDIT: page 175 post 1747

    http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-5-%28Sep-1st%29-for-KSP-0-24-2/page175

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