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apemanzilla

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Everything posted by apemanzilla

  1. How does this handle automatic updates? If I play 0.24.2 and a mod is updated to support 0.25, will it download the 0.25 version silently?
  2. My recommendation would be to get a good amount of memory (12 GB or so) in case the 64 bit version does become less buggy. (and you can eliminate most bugs by running the game in OpenGL mode anyways) Even if you don't need the extra memory, it's always good to have some extra. Of course, because memory is so easy to add/remove, you can start with 8 and add more as necessary, when it may be cheaper and better.
  3. More details: After circularizing into LKO (75km x 80km) this happened when I EVA'd to get a report, but it wasn't severe. Just floated off the ladder upwards. On my way to a Mun encounter, at a high altitude (around 1.5 Mm iirc) this bug sent me off the ladder at close to 4 m/s. At the Mun at my periapsis (50km) the kerbal didn't really move much at all except for a slight upwards drift (this happens in 0.24.2 as well, so no real change) On my way back from the Mun in a highyl elliptical orbit, at my apoapsis (32km x 4.5 Mm) the kerbal was again, flung off the ladder at about 3.5 m/s.
  4. I have a similar problem. When going EVA from the Mk 1 Command Pod anywhere - LKO, Kerbin atmosphere, Munar orbit, etc - the kerbals tend to get shoved off the ladders the second the exit. It's annoying trying to get EVA reports. It seems to me that the higher the altitude is, the more they move.
  5. So, as I began to reach the end of the tech tree in my Science mode save, I decided that it was time to go to Duna. I also decided to record this success as an album to share with everyone! So, without further ado, here it is! (Alternate Link) This mission was plenty to finish the tech tree entirely  even with the extra 1,000 point nodes from mods.
  6. I'd like to know this too... Anyways. I was introducing my brother to KSP and he was going to go land on the Mün. I told him it would probably have easier to land on Minmus, so he changed his mind and finished the rocket. The final rocket was HUGE - the type of rocket that could make it to Tylo and land - maybe not return, but at least get most of the way there. So, I leave him alone as he gets to Minmus and starts to get the hang of the game as he prepares to land and when I come back he's extremely frustrated and still in a (very elliptical) orbit around Minmus. Turns out he had extra fuel in the stages before the lander, so he was trying to land with a Mainsail at full throttle. After dropping the leftover transfer stage, so we have just the lander left, he does considerably better (he had figured out how prograde and retrograde worked at this point) and he was about 3km from the surface when he deploys the landing legs. He had used the large landing legs, the ones that fold down, and had placed them upside down - to be fair, it looked like it would work in the VAB. So, now we had a lander with upside down landing legs. I told him not to worry about it, as the gravity on Minmus is so low he could probably prop himself upright with SAS. After about twelve minutes, three quick saves and a lot of explosions, he manages to land on his side on Minmus, and proceeds to get out, plant a flag, jump around a bit, the usual celebratory stuff. Then he gets back in, and after fiddling with SAS and the landing legs manages to get the ship pointed (mostly) upright, and then presses space. *Foomp* - the parachutes deploy. Of course, he couldn't know this as they don't fully deploy in a vacuum, so he proceeds to throttle up and get into a suborbital trajectory and finally escape Minmus. The descent back to Kerbin goes fairly well, despite the fact that he was burning radially to lower his periapsis instead of retrograde, and he makes it back to the atmosphere, where the parachutes open at 5km (these are the orange drogue ones) and we are forced to wait several minutes at 4x physwarp for touchdown. tl;dr: Over-engineered rocket, trying to land with a Mainsail, inverted landing legs, early parachute deployment and a lot of quicksaves.
  7. @OP, let me explain a bit. B9 Aerospace is licensed under the Creative Commons Non-Commercial Share-Alike license. This means you are free to use and modify the models, under three conditions: You give proper credit to the orginal creator You do not use the content for commercial reasons (i.e. selling it to people for money) You distribute the content under the same license or a compatible one The MIT license is not a compatible license. Since you distribute B9 models with this mod, you are breaking the license. So, my original point stands: You need to either use your own models as opposed to B9's, or you need to use the same license as B9 uses. If you prefer to keep everything the way it is, you would need to acquire permission from the creators of B9 Aerospace to distribute their models without the same license. I hope this clears it up.
  8. Just wondering how do the hard disks work? Do you transfer science experiments through EVA as with stock, and they are rejected if they're too large to fit? I'd love to use a couple 80 mit drives for my upcoming Jool mission instead of hauling a mobile lab all the way there and back.
  9. Yes, sorry, correcting that. I haven't been able to check the contained files because I'm on my tablet so I assumed there was a plugin. My bad.
  10. Good idea, bad implementation. Making something more expensive and unlocked later doesn't balance it. Try making it use more power, run slower, etc. and use your own models. Additionally, you used B9 models, which are licensed under a Creative Commons Share-alike license, so you have to also distribute this mod under the same license or a compatible one. (which the MIT license is not) TL;DR: Either use your own models for parts and IVAs or change the license to match that of B9 Aerospace.
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