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Raptor22

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Everything posted by Raptor22

  1. Quick question: So, nuclear engines are supposed to be pretty efficient, right? So why does it use up all of the liquid hydrogen in a matter of seconds? That's far from efficient! Now, if they were extremely powerful, then the power would be a tradeoff for efficiency, but it's not that powerful. I don't have the specific stats right now, but I can't make any burns to Duna without activating infinite fuel. Note: I haven't downloaded the most recent version because it appears to only be a change in the folder hierarchy. If it also fixed the engines, then let me know and I'll download the new version. I think the solution would be to change efficiency. That's what nuclear engines are for, right? They shouldn't guzzle fuel faster than an F-1 engine. Adding more fuel will just make it harder to launch and offset the CoM.
  2. And, that's what I was trying to say the whole time. Still having issues, just to let you know. And, since it is a consequence of using PRE, could you try to fix it?
  3. So, @Eskandare, any news? Back in August you posted pictures of the complete oil rig, and an untextured version of the shipyard even earlier. So, the million dollar question is, in your opinion, what's the very rough ETA? Based on the progress, would you say a few days? weeks? months? It's May now. Surely you have at least some screenshots!
  4. You can use KAS pipes. Have an engineer go outside and place one port on the deck and one port on the aircraft. It makes it a bit more realistic too, as they would have to physically go out and strap it down. Also @Eskandare, is there any news on an update? Better rudders? The shipyard you show in your screenshots yet never released? Not asking for you to push it out the door (so mods please leave me alone), I'm just wondering what's been done in the few months since it's last been updated.
  5. Ah. So it's a unity issue. That sucks. My PC will run a lot harder. Well, it can't be helped. However, I have one thing to ask for the next update: Could you make the parts searchable? When I type them in the search bar, nothing comes up. I know this is probably because you haven't added any of the search words to the config files (the sort of thing where you can type in "tank" and it'll show all the fuel tanks). It's really annoying having to go to the tab and scroll though all of the parts.
  6. So... Any ideas? I removed North Kerbin Weaponry, and completely reinstalled BD armory, and I'm still having the issue. I have been running it in a forced openGL mode. I'll try running it without that. If I still have the problem, I'll re-install the old version to see if the issue is with the new version. I just ran it in the non-openGL version, and it works. **EDIT** The bugs appear to be a result of forcing the game to run in openGL. You might want to look in to that for the next update. But, for now, at the cost of a bit more CPU usage, it works.
  7. Sí. I know it's the most recent one because I just downloaded it, thinking it would solve the problem, yet it didn't. I don't know if it's conflicting with other mods or what. I also have North Kerbin Weaponry, if that makes any difference.
  8. I only mentioned that I have hyperedit. I don't have any problems with bringing it into orbit. It doesn't happen when I use hyperedit (then again I haven't used it in a while.) It happens simply after playing for a while. Especially after long missions. It starts vibrating more and more.
  9. I'm having a lot of issues. I'm running 1.2.2, before you ask. Firstly, all of the bullet textures are not working. They're all pink. Secondly, the targeting pods do not work. They just show pink on the screen, and do not do anything else. Thirdly, all radars are broken. They don't show anything on them, and you can't lock on to anything. The AI pilot is also not working too well. They sometimes won't attack ground targets. I have the most recent version. I don't know what could be going on.
  10. Sorry for getting hostile there. I was pretty ticked off because there was a lot of crap going on while I was posting that. I shouldn't have taken my anger out here. My apologies. I have tried uninstalling and reinstalling the mod. While it lessened the effect, it was still present. I'll try deleting the ModuleManager.physics file, which will force module manager to create a new one. Perhaps that'll help. I'll let you know what happens. Additionally, would you be able to add an in-game UI to allow us to change the distance? That way people who aren't so good with config files can easily change the range to that of their liking. It'd also (hopefully) allow you to change while playing. Say there's a lot of vessels. You don't want to quit the game to change the range just for one mission!
  11. What point of "Kraken bug" do you not get? It's not an optional thing! It shouldn't have to be toggled! It's shouldn't happen at all! **EDIT** Sorry for getting hostile. I'm just irritated.
  12. I can't turn it on or off. It's a bug! It happens over time. It's a kraken-like bug. There's no deciding what it does.
  13. It's not when using hyperedit. It just happens normally. After playing for a while it starts shaking. It also happens more when there's more parts and more craft
  14. I'm having a bug where the parts kind of vibrate in place. They just kind of jitter around, like one of those "intensifies" memes: It gets gradually more violent (over a long time), until it starts to become uncontrollable. I have bd armory, and hyperedit, if that makes any difference. It also affects different parts of the parts. For example, different parts of the kerbal's face will be shaking. If it's, say, one of the M230 machine guns from BD armory, the barrel and the mount will be shaking.
  15. I honestly think that you should keep it. It helps you not smash into the terrain on Duna.
  16. Thanks for the honest feedback. I'll do a few test flights with the shuttles when I get home. The pitch problems might have been because of the weight of the cargo. What are the shuttles rated for? I'll try some clean (no payload) tests later on.
  17. *here Sorry. Grammar pedant. But really, will a patch ever come out? It works okay in 1.2.2, but not great. It's not as stable. When you pitch too far back, you can't pitch forward again. A patch with updated physics and the such would be appreciated.
  18. I would like to see some capability to hold a rover (perhaps you can add your own rover specifically for this, and have it like the MMSEV). Additionally, I wish that the cargo containers had more space (both volume and more slots). Also, the windows are too light colored. They should have a deep blue, almost black, instead of an ice blue. Even so, your progress so far is amazing. Keep up the good work!
  19. If you refuse to post any craft files, could you at least put up some guides or better screenshots (Such as how long to make the HC-130, etc.) If you have the craft files, then just post them already!
  20. Are there any remaining files? Sure, it's abandoned. But, I might be able to make it work.
  21. So... is there anything here? There's no download link or even a screenshot. Has there been any progress at all?
  22. So this is going from additional planets to a thing like the Galileo planet pack, where it replaces stock planets. I mean, you just replaced Kerbin. Honestly, I liked the older versions a bit better. The skybox that's in the new version is too purple-y for my taste. It looks amazing, but the direction it's going in now just isn't my taste. Great work, but I must say that I'll be sticking with the older versions.
  23. Well I mean things like different cargo aircraft or smaller craft (larger than the learjet clone, but smaller than the C7 300). More utility aircraft (things that can move cargo or kerbals, VTOLS, etc.)
  24. I think a north pole base could work. You could airdrop modules or land and unload them. They could be laid sideways on the terrain. I was actually trying to do something like that for a south pole base yesterday. I would love to see more utility-ish aircraft. More cargo planes. More VTOLs. More Search-and-rescue and passenger planes. Perhaps you can put up a legacy section, with "retired" aircraft (designs that work, but are outdated, etc.) Put in your old designs, if you still have them.
  25. Unless you have contract packs or need to get a ton of Kerbalnauts to another continent, the stratosoar is really just for fun. The Atlas aircraft are pretty useful. BTW the Atlas R is in the 20 or so range. You can also get science data on the way.
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