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kendu72

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Everything posted by kendu72

  1. Thanks for being on top of things, as always. CKAN integration isn't as important as a functional mod, and all the features I've tested thus far are very functional. Thanks again for your hard work.
  2. Thanks for updating the mod, and I'm really glad to see a separatron in there . Any chance of getting it back on the CKAN list, now that it's officially 0.90 compatible? I've noticed it's been missing since the update.
  3. I am really enjoying the added availability of Tweakscale in with the mod, along with pretty much everything else about the whole thing. I had wondered if a CL-20 separatron was out of the question for future versions. The reason I ask is I, personally, like to try and de-orbit my spent stages when launching from Kerbin, and had postulated that maybe a slower burning CL-20 fueled separatron could perhaps do it. The stock versions don't seem to provide enough Delta V to do it unless I cover the whole thing. Maybe I'm doing something wrong, I don't know. Another thing about the Hydrogen Converter part, I'm still getting massive power usage with it active. I'm fairly certain it could be on my end with improper construction techniques. I mainly use the part with vessels built in the Space Plane Hangar. I have included screenshots documenting my issues via an Imgur album. Please take the time to review them and comment on whether I'm just an idiot with the design/use or if there's an actual problem. Thanks again. EDIT: Decided to include my mod list, so far it's: Active Texture Management, Firespitter, Chatterer, KWRocketry, Mechjeb (latest dev build, but the problem was occurring on the latest stable build (2.4.0) as well), Procedural Wings (added three days ago, assumed unrelated), Regolith which I assume was added by another mod, and most recently KSPRowsdower's Alcubierre Warp Drive. Those are all the mods I can identify.
  4. Thank you for taking the time to test it out. It's probably my rig. I'm definitely looking forward to playing around with the new version.
  5. Thanks for the response. The ionized wing model does in fact look different from the regular delta wing model. Did Squad plan on replacing that model with a different one? It kind of looks like a scaled up tail fin. But I can tell you the models are different. I would wager that the .25 changes must have done something to the hydrogen converter part. It functions like it should, but yeah I think it wiping out a 10k battery is a bug. Don't worry about getting around to it right away, I have other projects to keep me busy. Looking forward to your future work on the mod
  6. Hey two quick things. The ionized wing spaceplane part seems to nuke my frame rate. I have a pretty modest rig running an HD7970, normal stock parts and pretty much every other Impossible Innovation part i get nice smooth 40-60 FPS, but when my screen's glancing at the ionized wings, i seem to get about half my normal frame rate. This isn't a major annoyance, really, but I am curious as to how the part was created initially. It doesn't look like it borrowed from a stock model but I could be wrong. Second thing is, I'm having difficulty understanding the hydrogen system you implemented. I can gather gas with the intakes, store them with the tanks, and then the next process would be to convert to deuterium/tritium with the conversion part. I get to the point where I gather enough hydrogen to begin the conversion process, but the conversion module seems to sap all my power within seconds, even with the z10k battery. On the part information screen during part selection, I notice the charge is 20 to use--I can't remember if it's 20/sec or 20/min). Am I doing something wrong or is this a bug? Thanks for any response.
  7. Hey, just wanted to post saying that I'm really enjoying your mod. It's taken a lot of the stress I was having out of the game, but I'm eager to see what new directions you'll take future versions of it. If I had any suggestions, I'd like to see some more spaceplane parts, but I'll defer to your judgment on that.
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