Jump to content

occ

Members
  • Posts

    33
  • Joined

  • Last visited

Everything posted by occ

  1. Where are the pieces on the tech tree? I can't find them... I have research bodies installed v1.9.3 (from ckan) and maybe they're conflicting.
  2. Great, but as someone who does not know which contracts those are, (I haven't played GAP that much) could someone list the files I need to do this to?
  3. So does that mean that I will be able to create the massive rockets for free? I'd rather have to pay to upgrade the vab and sph to tier 4
  4. Exactly what changes does this make to career mode?
  5. 1.3 https://www.dropbox.com/s/2ow5ad5dhamk4vt/2017-07-21_095852.zip?dl=0 https://www.dropbox.com/s/soepvj8abmd39gf/list.ckan?dl=0
  6. Maybe I installed it incorrectly, but it isn't working. I just downloaded the latest version and when I loaded ksp it crashed.
  7. Is there a dish that could let me transmit science back from a planet orbiting another star, like one from galactic neighborhood?
  8. I don't know if you are taking suggestions, but I think it would be cool if you could get it to recognize custom runways. For example, if I created a runway on lathe, using Extraplanetary Launchpads and Kerbal Hacks: Asphault tiles or something, it would be awesome to be able to flag that as a runway that I could select to land at for this mod.
  9. I am trying to set up a new, heavily modded 1.3 install (I'd like to port my game over from 1.1.3, but I will be satisfied if I can't) I have installed most of the mods that I am looking want, but when I start a new game, ksc is underwater. here is the log and a list of my mods, and a screenshot: log: https://www.dropbox.com/s/vzwwqddngtwqfb6/KSP.log?dl=0 How do I make it so that I can actually launch ships? Update: I entered the vab and went right back out and now it is fixed. I am still curious about what was wrong though.
  10. I am running a Geforce GTX 960 atm, I am planning on upgrading a bunch of stuff after awhile though. I also have an i7-5820K CPU at 3.30 ghz (hexcore) I also have 32GB of RAM
  11. Ok, so I have some questions about buying a new monitor... (I am mainly buying for ksp; all my other games can suck it if things don't work out quite right) I am really serious about my game play and getting more serious each time I start over with the next version of the game, fyi. First, in some of my more complex missions, my screen looks more and more like the cockpit of a jumbo jet (I have trouble seeing what is going on) will 2k resolution be enough, or might I need to go up to 4k? Also, will 75hz make a difference? Finally, does anyone have any other suggestions? I am on a budget ($600 max or so)
  12. can i store all the stuff from KSP Interstellar Extended using this stuff?
  13. The only thing this mod is missing is integration into career mode... like the super size vab and sph are tier 4 buildings. Something to think about.
  14. CKAN says all "extra" plugins (ground control, kampus, etc.) are updated to 1.1.2, but when I select them to install them the line turns red and it won't let me apply the changes. I have Kerbal Konstructs installed. Is it safe to install the other plugins bypassing ckan?
  15. I have tried reducing the resolution, and that has not worked. Also, I have 8GB of RAM and KSP runs at just under 1.4 GB with my current configuration.
  16. First of all, I have played other games since upgrading my monitor and yes, it is just KSP. Here is a list of my mods: - Action Groups Extended - Adjustable Landing Gear - B9 Aerospace pack - B9 Aerospace - HX parts - B9 Aerospace - Procedural Parts - Fork - B9 Aerospace - Modules - B9 Aerospace - Props - BahamutoD Animation Modules - Community Resource Pack - Crossfeed enabler - Dynamic Texture Loader - Enhanced Navball - EVA Parachutes - Ferram Aerospace Research - Filter Extensions - Plugin - Firespitter Core - Interstellar Fuel Switch - Interstellar Fuel Switch Core - JebediahKerman42's Procedural Parts Textures a.k.a. FreedomTex - Kerbal Alarm Clock - Kerbal Attachment System - Kerbal Inventory System - Kerbal Joint Reinforcement - Klocheed Martin General Plugin Functions - Gimbal Module - KSP Interstellar Extended - KW Rocketry - KW Rocketry - Community fixes - Magic Smoke Industries Infernal Robotics - Mechjeb 2 - ModularFlightIntegrator - Module Manager - Navball Docking Alignment Indicator - Navhud - Nav Utilities - Procedural Parts - PWB Fuel Balancer - QuantumStrutsContinued - RasterProp Monitor Core - RCS Build Aid - RealChute Parachute Systems\ - SmokeScreen Extended FX Plugin - TAC Fuel Balancer - Toolbar - Trajectories - Tweakscale - Rescale Everything! - Vanguard Technologies Core - WIP - Q-X4^2 "Shockwave" Scramjet Engine Finally, I have checked the all of the volume settings in and out of KSP, and none of them are muted.
  17. I have been playing ksp 1.0.5 with a bunch of mods, and I am now there is suddenly no audio. The only thing that has changed between the time when I could play just fine and when I could not is that I VERY recently got a new monitor. (Now I am playing in 1080p instead of 780p) Any ideas how I can get my sound back?
  18. I am making a fairly complex probe that uses, among other things, Infernal Robotics (so that I can unfold it once it is in orbit). Before you ask, it is essentially my rendition of Scott Manley's Solar Power Station. Here is my problem: the probe has a bunch of really flimsy arms that flop around (I want to fix this.) One Idea I have is to create another set of arms that come up and attach to middle of the original arms to provide support when the craft is under acceleration. Is this possible? To put it simply, is it possible to have a craft dock with itself/Is it possible to attach a part that is not a strut to more than one part? If not, is there a mod that will allow me to do one or both of these things?
  19. My current problem is that my spaceplane's pitch keeps fluctuating wildly. I can barely get it off the runway before it crashes.
  20. I have been experimenting with the concept of forward-swept wings on space planes in combination with FAR. The idea is that this would cause the airflow to spill off toward the center of the craft instead of off of the wingtips, like with most aircraft. Does anyone have any thoughts?
  21. Yes I did. By the way, what does the "dampening" slider change? I set the to full strength, and now they spin when I run them at full power. It makes the back end of my craft sort of bounce up and down like a low rider.
  22. Ok, I have been playing around with the repulsors a bit more, and I now see how weak they are. So, here is my question: if I wanted to design say, a fairly large ssto, how realistic would it be to give it repulsors instead of conventional aircraft wheels? Fyi, the craft I have been working with is currently a little over 13 tons, has one repulsor on the front, and 16 on the back and the center of mass is 2/3 of the way from the front... I have gotten the one on the front to able to lift the front end up, but the back end isn't budging, even with all 16 at full power the back end barely budges, and I am still not able to lift the craft. (The weird effect of the entire craft off the ground is still there as well. I have even messed around with the strength slider. (That's how I got the front end to levitate)
  23. I am having a problem with the repulsors. I created a simple hovercraft (less than 50 parts) and put it on the runway. I found that the craft's repulsors did, in fact, react to the ammount of weight on the craft. I was also able to adjust the height of the repulsors. However the "extend/retract repulsors" function did not work, and even when I had no part of my craft touching the ground, (I knew this because the repulsors were drawing energy, and I was able to verify that the craft was not weighed down so much that it was negating the repulsor's function) the craft would not move. It was on the runway, so it should have at least slid forward. It did not. I even tried placing a pair of lv-t engines on the back end. I do run somewhere around a metric ton of mods, but I do not think that was the problem because KSP's RAM usage did not go above ~2.5gigs (that is with aggressive texture management and half-res textures) Please ask if you would like any more information about this problem.
×
×
  • Create New...