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weeble

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Everything posted by weeble

  1. I agree now that space planes have been added, none of the stock MK2 parts come with heat shielding but the MK3 parts do half my plane blows up and the other half is fine. I'd love to see this added in
  2. The new space plane parts don't really fit that well to each other. Like if you try to connect the MK3 to MK2 adapter then add on MK2 parts the pieces aren't even the same shape! And another thing is that when it was a mod they had additional menu's where you could add heat shielding for people with DRE now that's gone too. I wish Squad would stop adding parts from mods. There's no point in it. If you want the parts install the mods
  3. I've been debating on whether or not to launch 3 inside Mun SOI or 2 outside of it like you did. The main downside I saw with your layout is the ridiculous amount of EC you'll need. On the darkness calculator, it's telling me that a 11,400 k orbit around Kerbin would require to keep enough EC for 2,213 seconds. So if you're using 8ec/s then you'll need 17,704 EC! So when you factor in the energy requirements of that, I can see why some would opt to just do a Mun SOI network. Especially as a simpler smaller satellite with 4 antennae, you could make a launcher that does all 3 of them and it'll probably cost you less than launching two individual satellites that has 17k EC.
  4. Why not use a harpoon/claw that comes with KAS? Then just shoot it and reel yourself in towards it. However a .625 claw would be great.
  5. I've been wishing for the same exact thing. Hate the fact that a bunch of EVA's and crew reports can unlock basically any part! I mean what does an EVA have to do with 3m parts? Have resource collection missions to collect enough soil to develop new metals to create bigger cooler parts.
  6. Space Space Space + R You would just press the space bar to do that. Then the last time you just press the R button to turn off RCS. How to get a stage to activate? Put it in the next sequence. I usually set my sequence to detach parts and activate the next set of engines at the same time.
  7. Smart parts + Realchutes to trigger the chutes at either pressure level or altitude.
  8. I hate Tweakscale and try to avoid using it as much as possible. One of the fun parts of the game is to come up with novel ways to use each part to solve a problem. If and when I find that there isn't the part I'm looking for then I check for mods that contain it, then and only then I'll use Tweakscale. There's many more mods that should be made stock before this one. And I'm pretty sure that they're only interested in adding part mods not scripts
  9. In stock there's only 3 types. What do you mean by procedural? Like it automatically chooses the appropriate leg based on size/weight? Not sure if that's possible due to animations.
  10. Very nice design and job setting up that network. You should consider posting a pic on your actual satellite that you're using. I'm too embarrassed to show my attempts!
  11. How dare you claim you don't need that many engines. I think you're the first KSP player that doesn't believe more engines = better! But yeah the only solution is what Jab said.
  12. Yeah, Sam just check out your logs that get put out on your next crash. If you can make sense of it, that'll tell you what's causing the crashes. If you can't understand it then make a new thread with the logs and post it in the correct section and people will tell you how to fix your exact problems.
  13. First reason: it's inefficient. Second reason: I don't own a touch screen. Third reason: I want my PC to act like a PC not a tablet. If I want to use my tablet I'll use that. Fourth reason: The changes didn't benefit me in the slightest bit, quite the contrary actually. Which is why I highly recommend using Classic Shell.
  14. While interesting I doubt they were able to get it to work as they intended. http://www.ign.com/articles/2014/03/03/project-milo-isnt-coming-back They said right there that it won't come back as they couldn't make a game out of it. Which to me is dev talk for, "It never worked as well as in the demo." I wouldn't be surprised to find out that the demo was all scripted before hand. Pretty sure that voice recognition isn't able to determine emotion from your voice yet. yet.
  15. Well tbh, your best bet would be to start saving and just upgrade everything at the same time. Seeing your specs leads me to believe that you're running a prebuilt pc. If that's the then it's likely you'll have to upgrade your motherboard if you want to upgrade your cpu. And you'll also need to upgrade your psu. So yeah, the easiest option that won't give you a headache is just upgrading and building a system from the ground up. In short upgrading either will just bottleneck your setup. To play that game with any decent success you're looking to spend about $500 - $1000. My system is at the higher end of that budget and runs the game fairly well so long as I keep the explosions during fast car chases to a minimum.
  16. Love the idea behind this mod. I was watching a documentary on some medical procedures. It was a while ago but I remember a part where surgeons create a controlled hypothermia to increase the amount of time they have to complete a surgery. They do it by replacing blood with a saline solution which is just above freezing. It seemed like a very novel concept over encasing someone in a frozen state. http://www.telegraph.co.uk/health/healthnews/8024991/Patients-to-be-frozen-into-state-of-suspended-animation-for-surgery.html I saw that you were trying to solve the weight issue and that might be an interesting way to do so. So they would only need enough of a solution to replace the blood of each kerbal. Of course right now they can't keep a person theoretically frozen indefinitely like this but it might one day in the future. So either way it's just an idea you might be able to make use of
  17. You can use decouplers/seperators if you want to. It's a lot easier just using the docking rings though. I'm pretty sure you can set the ring to action keys too.
  18. It looks like the heatshield has nodes to place the fairings on then you can see a tiny .625m fairing right underneath the parachute. It's the grey disk piece that comes with the PF mod. Great mod though. It looks incredibly useful for DRE+FAR/NEAR
  19. Well it all started after installing Astronomers Visual Pack and EVE. Then it was a non stop crash party. I realized that most of my mods were out of date so yeah, just started updating everything. Lol, yep it does indeed look like I messed up most of the mods. I appreciate the your answer but I think like you said, I have a number of different errors. I'm just going to reinstall fresh and add the mods one at a time. This install was just a hodge podge of mods I added as I played. So I'm off to reinstall everything, thanks for your help though.
  20. Hey I started a new save after updating a few of my mods. I noticed that my debug was getting spammed with nullreferences. I was using the MK1 Lander and the basic parachute for it. Anyways here's a link to my output log: https://www.dropbox.com/s/enbz9yx3u73avuu/output_log.txt?dl=0
  21. Yeah, never had a problem with the dimensions of the Rockomax. I actually really like the sizes of it. On 2.5m parts it's really handy to have it wider to help w/ strut placement. The height has never been a problem for me, just use a thinner tank or multiple tanks, or docking ports. Just think of the dimensions as part of the fun of working with what you have. You have to be creative sometimes, heck that's one of my favorite parts. Personally I'd be mad if they changed the dimensions. I think either B9 or NovaPunch 2 have a bunch of thin decouplers. Or you could of course use the stack separator. So you have a bunch of options...
  22. If you look at the science center you'll see that you should be able to unlock tech w/ funds. I thought the idea eventually was so that you could use funds to purchase rep/science points and then use it to unlock stuff. So I think that will probably one of the features. I hope, hate going on a long science mission to get 50 science just to unlock one of the parts I need. It's a huge pain! I think they might also use it to act as an information hub on how your space agency is doing. Like a building containing records/logs of which Kerbal did what and when. After all they did mention something about working on ways the logs were done.
  23. Hmm that would be interesting. I kind of understand where you're going with it. So instead of recovering your craft and it disappearing into thin air, you want it stored in some type of building where you can choose what you want to do with it? That would be kind of cool. I don't know if I'd necessarily use that over one of the mods but it sounds like a great addition to the hardcore realism players out there.
  24. Agreed 1000% Why can't you just change the .cfg. That's the beautiful thing about KSP. Then you can change the stock parameters of it to something you like. If you're using an aerodynamic mod just throw a fairing around it. Not a very good suggestion...
  25. A scenario mode would be pretty cool IMO. Give you specific parts to get something done. Don't really know how that would work the way the game is set up but it's still a novel concept.
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