Jump to content

Kar

Members
  • Posts

    148
  • Joined

  • Last visited

Everything posted by Kar

  1. Hi there. I play with a lot of mods, and I know pretty much many of the mods that I do not use. Still, I need something to make my rockets look cool. I am looking for tanks, boosters, adapters and stuff like that with cool textures. I also use revamp stock mod too. But what I do NOT want is crazy engines, tanks with strange fuel mixtures and things that do not fit well. I have see some mods with these parts and more, there problem here is really the "more". Many modders that make cool parts also tend to go overhead and change something else. Also, many cool mods I have seen, also introduce some engines and other parts that alter the balance of the game too, that I do not want. I know there is a way of removing parts that I do not want to use (and also save up ram in KSP) but to be honest I am kinda noob in dealing with cfg files and stuff like that. I understand some more technical stuff but some other are a bit confusing. If some modder out there have some collection (compatible with 1.3 ofc) with some cool rockets textures that do not exaggerate the balance of the game, please let me know. If you guys also have some cool rockets mod that give a aesthetic look to your parts let me know. Oh, I do love building cool landers and space stations p.s. Found a typo? Oh well, I am not English
  2. My main problem in my staging TWR was (is) always in the 2nd or 3rd stage. I already know I do not make many efficient ships (or landers) simple because I like to have a multi-purpouse lander that can hop around in the mun or mimnus. So my 1st stage is kinda to get all the thing of the ground due to the massive stuff I put on my rockets (most of the times I can get around 300m/s around 10k) but then my 2nd stage is the one that really needs to burn more time since usually, is the one that take all that stuff in to space. I like to use a 3rd stage to orbit, and keep a bit of DV to initiate a transfer burn, then it separates in the middle of the transfer and the (big) lander does the rest of the mission alone. I play also with stage recover, so I need to recover most of the stuff I can except the 3rd stage. Usually I use for a 3rd stage a rockomax x200 32 fuel tank with a Poodle. I know this is not an efficient design, but it serves me. Sometimes I play around with the designs to try new things, but I always played KSP in career mode, with the mods I use I need to recover everything, grind some boring missions for cash, and "re-use" (read: stage recover) almost 100% of what I fly. My 1st Stage TWR is always 2 or a bit more, just because I have (probably the bad habit) to try fly the thing a bit more while controlling my speed with the throttle. God.... too many variables in my game.
  3. Less lag and be able to play at (least) 40 fps without the need of spending 5000 bucks on a new PC to play KSP. Sarcastic...yea I know.... sorry....
  4. 1.5 TWR err... ok.... lets assume that's the measure for the 1st stage (boosters, orange tanks, asparagus setups, whatever) but what about the payload? How you keep it if you launch a satellite with 10 parts or a big huge landing module with 50 parts? What about TWR in stage 2, 3 or how many you need? How to keep efficiency with the upper stages? Design each stage individually? I also, use a lot of mods, some of them that turns the game a bit hard (Remote tech, life support, scansat, and many others) and a couple for info and control, MJ and KER.
  5. Ok, thats what I was thinking about it. I was asking people in another thread about this, so your answer already confirmed what I was thinking. Yes, I am trying to get the 64bit version on a old friend's pc and it is a 32 bit version. I cant get in my own pc since I have been having problems with my ISP for a while. I will try tomorrow (err today ) to go to another friends house and get into my steam account and try to get the 64 bit downloaded. Thx.
  6. LOL. So first we cannot use more then 4gb because of unity 4. Now with Unity 5 we cannot use more then 8. So hows going to be Unity? This really makes me a huge LOL. I have to ask, are the guys at Unity know anything about computers? (been sarcastic)
  7. Yeah... that was what I am thinking, but Steam stop giving me 64 bit long agon even on my PC since 1.05? 1.0? I think? Since they stop the development of 64bit before Unity. The strange thing is the core files for 64 bit is in my folder. The ksp_64data folder is there but the .exe file is not on the ksp folder lol. Its not a very important thing for now, since I only play ksp with mods, I already know that I need to wait about 1 month until all the modders update their work. Still, I am so tired of playing ksp 32bits an getting less and less low fps. I just wanted to test the new version in 64bit. I got the new version in 32bits but Im not even going to bother with it. I think my internet problem will be solved in a few days, I will see if steam will give me 64 bit on my pc then. Thank you all for the help. Fly safe.
  8. I already asked in another general topics, but maybe i got lucky here (mods sorry if its considered double posting or something). Steam download do not show ksp_64.exe. So I cannot run the new version of the game in 64bits. Any help? Thx alot.
  9. I got the feeling that is steam that screwing me up. Since this pc I am on now is a old 32bit pc, I just got the 32 bit version. How the hell can I get the 64 bit version of ksp to take it home?
  10. Ok, I checked the game folder and in the main menu. On the folder I just got ksp.exe and launcher.exe. No 64bit exe. In the game the version is correct but does not show x64. Is this happening because I downloaded the game in this 32bit pc? My own pc is 64bit and can run ksp with no problem, this PC I am now is old and crappy. lol Steam just gave me 32bit version....i think EDIT Confirmed. Steam gave me 32bit version
  11. Hi all! I have been with my internet down for a while. So I cannot update my ksp. Today I got my hands on a computers friend and log into my steam account to download ksp. I was crazy waiting for the update. Since my friend only got a old 32 bit PC, with 2mb ram, I did not even bother to play. I got the game, test it and its working, so I just copy ksp to a usb pen to play latter at my own pc. Heres the thing: (warning noob question lol) How do I know if ksp is running 32bits or 64 ? Is the unity running at 64 bits by default? I am just asking since my friend's PC is pretty old and its a 32 bit pc. I do not want to get into my pc and see the game is still running at 32bits. How can I be sure I got the 64 bits version of the game? Or does KSP now detects if it can run 32 bit or 64 bit? Thx
  12. No Apologies needed. I know a bit how to work with RT but never did anything outside of Kerbin. A few hours ago, I forgot that I did not have Protractor Mod, I installed and lol.... Eve is over 400 days interception, closest in Mohoo with 15 days. I made a probe but I mess it up since I forgot to add a Satellite on Kerbin with enough range to reach the probe out of Kerbin SOI. We learn with the mistakes. Also, since I never made transfers to another planet, I used Mechjeb for that. It is not very accurate. Also I made something wrong when I gave the command to the probe to execute the node, it dind´t . I guess I have much more study to do. Back to Scott Manley space school In any case, thanks alot for the help Snark and all of you. You guys gave me many new cool ideas to work on in my career game. I just have to be more carefully planing. I tend to get a bit lost and try to do everything at the same time lol. I need to get more organized in my space program.
  13. Never thought on that possibility. Well I guess you gave me an excuse to see a outer planet for the first time in my entire KSP game time lol. Ty. Oh, now I have to launch a satellite that has enough range to Eve and can transmit to Kerbin..... Back to the drawing board.
  14. Maybe consider mods? I find this one pretty good to get fun contracts and more in time of my game: Contract Configurator Try that one and also, add the contract packs.
  15. Welcome to the Forums and KSP. Learn with : Scott Manley Good flying.
  16. I can transmit science, I guess I did not explain it right. What I mean is, since it is a pain getting most of the science without losing points by transmitting (for example I will never transmit goo and materials), I need to recover every bit of science during my career until I´m comfortable with the current tech I have in a latter moment to just do not care. EVA reports and Crew reports, yea, I do it, not the rest. Everything is much more harder, since I have to make money, I have to minimize the losses of money due to not recover every bit of a ship, I need to grind a lot of science, but then sometimes the money is not enough when I am starting. Even getting a RT network in orbit is a pain because of the proper rockets to launch satellites. My RT network usually is up a bit before mid science grind, between the 300 and 500 node mark, that is because before I do that, I need to get better energy batteries, solar panels, and start putting probes in orbit to scan planets. This is my mod list in my game at the moment: The laaaaggggg oh the laaaggg
  17. You guys are awesome !!! I guess I am doing all wrong lol. My science / miner / refiner / lander (lol) weights more or less 50t ! So yea, it is a pain in the a** to get the thing move. I never built a station at any of Kerbins moons, but I will consider it. By making my career game more difficult due to the type of mods I use, the main problem for making several infrastructures orbiting is the tech tree. I do not transmit science for example, I can't. I use remote tech so I always have to consider that. Probes also is a bit of a problem in earlier game. Life support is also another, since I cannot leave kerbals forever in space. I need to build habitats for them. Considering also, that I must select my tech tree very carefully due to the mods and want I need most (usually I try to unlock the most science stuff I can to get me more science per trip). I almost hitting the 300 mark nodes, I still have to make the very expensive upgrade, but due to contracts mods I have, money is getting in. Also I use stage recover mod, I try to recover almost everything I launch into space, with an occasional tank+engine I left in orbit to save on acceleration when I am doing a transfer to save the fuel of the main lander. I guess in all my time playing ksp, I always got playing like this, I never consider making small stuff to orbit the moons of Kerbin to help me. I guess thats why I never visited Duna or other planets since I play KSP... Again, thank you all for the great tips and ideas, I go back to ksp now and going to change my strategy. That one just made me a huge LMFAO ! p.s. Hope I could vote best answer to all of you. You deserve it.
  18. Lol. Yea, I know. I do small landers when I come up with the contracts to do fly by on the mun or mimnus, I also manage to land them with no problems. I already play ksp for some time, but I always have difficulty when I start building big landers. I know there other options but I am a "one man, on ship do all" thing lol. Serious now, the main reason I do big landers, is when I have several contracts to get temp scans or have to collect samples on the mun or mimnus. Since I use kerbonite mod and all the stuff, I need to do a lot of flying in the moons of kerbin. Land, take off, take different course corrections and so on. They get big cause I need to drill kerbonite, convert to LFO to keep going. I guess I should say that my lander is not a really a lander, but a mobile refinery with crew, life support (those resources have some weight) batteries plus science stuff to do many biomes also in one go. So I need to refill my tanks. The main thing in the earlier / mid game, is the lack of nuclear power. I am almost there, but I usually take my research for other areas before. Im going to try different ISP engines to see if I get better results, at least untill I research nuclear engines, then the problem is gone. Thanks a lot for your help.
  19. Hi all. I always have this problem in my career game. I usually tend to build big landers. The reason is, when I can I like to take most science tools, a crew of 3 and sometimes I take drills converters,etc. I play with mods, like life support, MKS, KAS+KIS, RT2, and many others to add a bit more difficulty to my game and to make it a bit more realistic. My problem is in the earlier tech tree, with no probes, no scans for resources to convert to fuel, I have a hard time to land my monsters landders and return them to kerbin from places like the Mun! Most of my problems is solved after I get the nuclear engines. My lander have 2 engines on the side, each with is own fuel tank that are feed from the main tank (a rockmax) with fuel lines. Some mods I use also add several type of engines, in the beginning I start using the 909's 2 of them on each side. But I have a problem regarding fuel, I endup with no fuel after trying to leave the SOI of the mun on the return to Kerbin. What should I consider? ISP on vacuum or Trust on Vacuum? The 909 have about (cant remember now) 345 isp on vacuum but trust of 60kn. I have other engine, with about 500 ISP but only around 6 trust Kn. All this on vacuum. Should I consider isp or trust in a engine regarding travel time, burn time, and enough force to take off from the mun (in this case) and return home? The Nerva Nuclear engine have 60 Kn and 800 Vacuum ISP if a remember correctly, but I need another option better then the 909 considering that I have to use 2 engines. 1 engine, for example is the bottom of my lander is not a option, since I play with stage recover mod, and my lander has 3 stages that deploy on Kerbin entry to recover everything. Any tips on this would be appreciated. Thanks!
  20. Yeap.... I hate fins on my rockets too..... Hey! But it seams they do work!
  21. No vote for me. Simply because I think, when 64bit is ready, is ready. I quit playing KSP on 32 bit since I cannot play without mods. To do that, I need a better stable KSP and of course more memory, less lag, more FPS. 64 bit might do the trick, I said again "might" since with a new release, more bugs will happen. KSP will have to be developed way much more then 1.1. So, yes, I would love to play on 64 bit if it was stable, and did not eat my computer ram over time. Playing KSP is like a tic-tac time bomb waiting to explode (crash) the more time I play. This is not KSP fault, Unity. I am not a dev, I do not know crap about programming or making a game. All I want is a stable game. So, let it come when it is ready. @SQUAD Give me my 64 bit KSP, when it is ready. Do not rush it and just forget this thread.....
  22. I and always play KSP like that. My problem is that is much more harder (because I want to) because of the many "almost realistic" mods I use. I play career with mods like Remote Tech, TACS life support, MKS/OKS, Scansat, KAS, etc, etc, etc..... My career (and my lack of time) sometimes never get all done because of a new KSP version. Also, since I have to take into account the costs of every launch I make, I use stage recover mod, I need to recover the most I can from my rockets. The main problem of all of this, is the lack of contracts structure. Just because I made a fly by to the mun, that not mean I am ready to accept a contract to go to Duna. I know there are mods that tweak and improve the contracts, but, for me, KSP is on hold because I am tired of 32 bit.
  23. I use it in earlier game because I play my career with mods. Since I use Remote Tech, life support and much more mods that make the game much harder to use kerbals, the first satellite I put in orbit of Kerbin is usually to have some earlier communication probe and report science when the contract shows up (get science from orbit of Kerbin) I put a temp gauge on it and transmit for that contract. That way I do not need to waste money to build some rocket just to get into orbit and back. Other then that, not much use. When I build my remote tech grid I move to the other probes.
×
×
  • Create New...