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ESteve

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Everything posted by ESteve

  1. I'm not getting any sound in KSP. Everything else (other games, videos, etc.) have sound. Tried: Checked windows volume mixer Clean install of 1.7.3 Checked audio setting in KSP Disabled the Normalizer in KSP Restart game Restart computer Checked for new drivers Kerbal 1.4.5 - also no sound. What have I missed?
  2. Those are some awesome looking rockets KevinTMC. Hope to see more soon. - - - Updated - - - Death Engineering, are we going all the way to tier 10? I ask because the achievements end at tier 9, and there are no actually parts in tier 10... just a 50k science sink. Currently I have one more T9 to get, but if I need another 50k I think I'm going to have to start doing the long term habitation studies. 5 year wait... yuck!
  3. In the save file there was no mention of the Kerbal that was rescued outside the finished contract. The Kerbal roster was full (5/5) when I completed the rescue mission, so I guess poor Fabien Kerman was fired as soon as he landed. After deleting the entry for the rescue contract the save file is playable again.
  4. I just remembered. I did a rescue mission then let that Kerbal go. So I think I am having the issue that you already fixed.
  5. I also have this issue. After only a handful of simple missions my save is completely unplayable. About the only thing I can do is accept contracts. Zero mods, clean install, NO steam. I don't think there are any active flights. Persistence file: http://www.filedropper.com/persistent_2 Log: http://www.filedropper.com/ksp
  6. How about Procedural Fairings? Pretty much a visual only mod. +weight +awesome -ugly... Please! O-Please!
  7. Have you seen the GoodspeedPump mod: http://forum.kerbalspaceprogram.com/threads/67163-0-23-5-Goodspeed-Automatic-Fuel-Pump-v2-14-1/page14 Now exactly what you are looking for but is an alternative to TAC.
  8. I think there are a few things holding the tech tree back. 1) Science is currency. Step 1, connect science data. Step 2, new part! Haha, NASA wishes. 2) The progression of the tech tree doesn't apply enough pressure to convince players to make due with what is available. 3) Some critical parts don't show up early enough. Solar, batteries, docking, ilghts etc. Without these parts you can't really do anything. This encourages people to spam science points, so that they leap through most of the tree. Here's a couple initial ideas: *Parts are not simply purchased with a pile of excel charts: To obtain new parts you must first research the tech level. You can choose the type of research, but there is no information what parts it may make available. Research requires science data, money, and time. The exact amounts are random, so tech levels will be reached at unknown rates. You have to keep dumping in resources until there is a breakthrough. After the tech level is unlocked the parts have to be engineered, this requires more money, time, and a prototype (derated) version may need to be tested in various environments. *Multiple progression trees: Several trees would be available and each designed to emphasize a certain tech progression. Examples are perhaps planes, small rockets, large rockets, Ion, nuke, rover, manned, unmanned. And for the insane, there could be randomly generated trees (with some rules of course). This could make different saves unique. Anyway, I think that's what it would take to get players to make do with the parts available instead of spamming easy science points until they have the parts they want.
  9. What about vertical stopping distance. AKA, where to start that suicide burn. Using gravity, ship's acceleration and current angle to the horizon we should be able to calculate how far a ship will travel vertically before vertical velocity is reduced to zero.
  10. IXS might be the one you are thinking of: http://forum.kerbalspaceprogram.com/threads/92816-NASA-IXS-Class-Warpship-and-Spacedocks-For-KSP-I-and-Stock-KSP
  11. Too many parts come with a light source as part of the standard model. The result is a Christmas-tree effect which ruins ambiance/immersion. I would like a way to prevent parts from loading lights which do not have a toggle option. A couple example parts are: The extended-able (stock) ladder. Mechjeb module Is this even possible without modifying the model?
  12. This is my ugliest and most useful Kethane mining rig. Used to provide the initial fill for my Kethane powered Grand Tour. Delivers 72,000 units of Ke to mun orbit. It can supply ~14k L + 17k Ox and still have enough to land again. Interplanetary ship. Loaded up and ready to do some science! Smaller miner for topping up while on the road. How did I ever live without B9, KW, and tweak...
  13. Is there a way to get the Microwave Beamed Power Receivers to start closed when switching to a ship? I have a cool ship tucked away in a cargo bay, but when I switch to the ship the receiver starts open and grabs things while it is closing. Other deployable items such as the radiators start closed as I would expect.
  14. WOW! I love this mod. Thank you! I really like the docking rings. Especially at smaller sizes where they are super thin. Quick wish-list: *Toggleable docking ports. Click a button to add a docking port at the back of a bay. Cuts down on parts and saves space. *Fine Scale control. Sometimes I need a bay just a little larger that it is, not a full 1.25m bigger. *Integrated lighting. Could be cool, but hardly necessary.
  15. This post is a response to the issue of the probe core exploding when a vehicle is released. I made a brand new moon-base with 3 launchpads and they all work flawlessly.
  16. In reference to the previously discussed issue, posts 1608 - 1610: KSP: 0.24.2 Windows 32bit Problem: Drone core explodes when build is finalized. Mods installed: BD part pack Extraplanetary Launchpads KAS KerbalEngineer Kethane Infernal Robotics QuantumStruts SurfaceLights TACFuelBalancer TweakScale Reproduction steps: Build a small vehicle with the drone core mounted sideways (Connection nodes are horizontal, not vertical). Log: Not sure how to share my log. I have it saved though. You can see below the little VTOL craft's drone core exploded (more like poofed) as soon as the build was finalized. The rest of the craft is now sitting there without a core.
  17. I have this problem when trying to launch a sideways orientated ship such as a rover or VTOL rocket. If I position the drone core facing upward as it would in a standard rocket it doesn't explode. Of course, I then have to get it orientated so that I can use it, but you know... baby steps. Also, the core does not explode if the rover is very large. Like big enough to stand over the launchpad on its own. In case it matters, this problem happens at one of my EL bases a lot more than the other. So obnoxious culprits such as orientation are possible.
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