Jump to content

nhnifong

Members
  • Posts

    1,375
  • Joined

  • Last visited

Everything posted by nhnifong

  1. Why would you want to completely circumvent the purpose of the game? On top of that why would you hate the kethane plugin? Majiir and everybody involved put a lot of work into and it's one of the few plugins (including EPL) that actually add some engaging purpose to landing on other planets other than roleplay. If you just want to circumvent all that and say how you hate that play style, I don't think you deserve any help, or even a voice. Of course it's Skykooler's prerogative to help you or not, and he's a nice guy.
  2. So, I gather that Hooligan is working on something nice but currently, you can use his balloons with negative boyant force parameters to pull things under the ocean, without making them weigh a ton per liter. Thats a huge help if you plan on taking it to laythe
  3. I know there was a submarine mod like 10 versions ago, but it's probably never going to work again Is there some way to make things sink? Just increasing their mass does not seem to work for more than a meter or two.
  4. After seeing how kethane can be extended to map other resources, I'm actually worried that squad if/when they ever design their own resource system won't be as good!
  5. I want that guy's shirt. It looks good
  6. No worries Hooligan I'm really grateful that you made that Launchpad!
  7. I honestly have no idea whether I'm using remotetech 1 or 2
  8. I just discovered this awesome mod, and read the whole thread. Very ambitious project Tek! I'm going to be installing this soon into my .20 based Kethane + Remotetech +ioncross + EPLaunchpads installation and testing it out. Are you still interested in .20 feedback?
  9. PRIORITIZE EVERYTHING! Jk, just keep up the good work and don't make modders lives hard.
  10. KSP often crashes because of memory limitations though. FPS is not the only thing that you should pay attention to. I've got some abacuses you can borrow.
  11. lol it was it my clipboard! http://nathannifong.com/KSPMods/AirHab.zip That animation is undeniably a pile a of crap though. I'm sorry.
  12. It's not a good use of your money to get a gaming laptop for $650 dollars. Better to save it up and build a desktop when you've got around $1200 "gaming laptop" is a bit of an oxymoron anyways.
  13. I'm thrilled to see so many people contributing to this mod
  14. Korb Biakustra: It couldn't hurt to point out the obvious, in case you don't know. You need to be within about 2 meters of a surface for the attachment indicator to turn green.
  15. I like that idea, but it' still nice to keep the part count low around the launchpad just because of all the machines and things being created around there. Perhaps I'll go with your standard, but also use a few extra-extra-large hexcans to keep the partcount down. EDIT: why different amounts for ore, metal, and rocketparts? they all have the same density.
  16. I want to get an idea of how much of the community could benifit from a 64-bit unity build.
  17. I'm having trouble understanding the mechanics of the cables. Usually I plug in a connecter from a winch (in docked mode) and it will cause the ships to become one craft, as you'd expect. But sometimes, they don't become one ship and still can be focused independently and cannot share resources, even though I used the docked plug mode. It seems to be related to something on the ship holding the winch. Some ships can join to others properly, and some cannot. So far I haven't yet isolated the cause, so I'm asking here.
  18. Get a move on to Mt Sharp! They remind me of my family driving the minivan across the country and stopping at every single fruit stand along the way.
  19. Here's a useful method. Once you've designed a craft that sets your docking port size and standard height, grab the subassembly that includes both the docking port and at least one ground-touching wheel, and save it with the subassembly manager mod. Then, when editing another craft, grab a nice large flat part and hover it near your craft parallel to the ground. Then load your subassembly that defines the standard docking port height and hover it so that it's wheel just barely touches the flat part. then design the ship you're currently working on so that it's wheel also touches the flat part and it's docking port is at the same height as the reference. Preferably do this with the same type of wheels because they have different suspension distances.
  20. So you want a new save with new sats in the same orbits as your old sats? So you can pick up where you left off? or something else?
  21. I'd just like to share my configuration, it's been a lot more playable. I'm using Hooligan's fold up launchpad, but scaled down 50%, (it's still plenty big enough). I'm using Keptin's heavy kethane drill model for an ore drill, and a 2m scaled up version of the kethane generator as the smelter (4x mass). I just changed the cfg files to have the correct modules. That way, I only have to land about 3 modules, and all of them can fold up small enough to fit in a fairing. I land everything nearby and drive it all close enough to dock together with KAS. Next order of business is to print a crane (actually bigger than the launchpad, but this is nice because it can drive over the pad and pick stuff up with magnets. Then I print another launchpad, just incase the first one breaks. After that, print more miners and converters and get a backup facility going so I never have to send any supplies from kerbin. The hangup right now is where to store the ore, metal, and rocketparts. I can't use wheeled vehicles because they're so dense they just smash the wheels after a few tens of tons of material. So I figured I'd just print a few hexcans of each type and leave them lying around connected with KAS. I ran into a bug where a launchpad can't print a part that can contain rocketparts, (something about a key already being in a dictionary) so I just printed an ore can and changed the name in the save file. It's not perfect, but it's better than using what you're given.
×
×
  • Create New...