

qwertyza
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Everything posted by qwertyza
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[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
qwertyza replied to wpetula's topic in KSP1 Mod Releases
Well, it basically cuts a decent chunk of content then.- 469 replies
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- precursors
- planet
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[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
qwertyza replied to wpetula's topic in KSP1 Mod Releases
Oh, ok. Thanks for response. I will wait then, that's quite a deal breaker for me. Atmo flights prior advancing to space...- 469 replies
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[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
qwertyza replied to wpetula's topic in KSP1 Mod Releases
Looks cool, but have to double - KSC floats above the ground, this makes driving off the launch pad impossible. And is it normal that air breathing engines don't work - air deprived?- 469 replies
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[1.12.x] Far Future Technologies - October 9
qwertyza replied to Nertea's topic in KSP1 Mod Releases
So, as I understand, Heat Control mod should be also installed (separately) along with Far Future to make the latter one actually playable? Thing is, I read the system heat wiki, but cannot wrap my head around, how should I counter excessive heat of certain engines. Say pulse fission engine generates around 13000kw, whereas biggest stock radiator dissipates only 200kw. All visible surfaces of my craft currently have to be covered with radiators... Is there anything I miss? -
This sadly does not work on 1.11, despite following install instructions, and having Kopernicus on 1.11 version. At least as of 19 January
- 26 replies
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- planet pack
- planets mod
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hope so...
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It sounded extremely awesome-o... until I read that they use Unity for the new game as well. Part limits for KSP1 is a major letdown for experienced players. I am fairly sure, they won't be able to make a real difference in KSP2 using same engine =(
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
qwertyza replied to Shadowmage's topic in KSP1 Mod Releases
@Jognt As TS mentioned switching to 2.2.6.16 version fixed the problem, texture mod is not needed there. BTW, I understand his concern about "complaining people who aint done sh*t", as I do some modding for skyrim myself. Still I think it's a bit of a childish approach; it's absolutely ok when someone wants to personalize his experience with a mod. After all that's the whole concept of a game mod - make the game match your taste. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
qwertyza replied to Shadowmage's topic in KSP1 Mod Releases
Hey, folks is there any way to remove the dark icons in VAB/SPH, tweak a config for instance? I already found that it's the textures mod causing the problem. The mod is cool, and I appreciate the work, but that dependency messes with other parts of the game, and this particular one is especially annoying (I have a dark screen) -
Try "Disable Crossfeed" option before activating hangar in flight, got the same issue
- 1,633 replies
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- part count
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KSP Interstellar Extended Continued Development Thread
qwertyza replied to FreeThinker's topic in KSP1 Mod Development
Is is it normal that first nuclear engine from KSPI, Solid core one, is accelerating and deccelerating for a very long time? It takes appr. 30 seconds to drop thrust from 100% to 0%??? It makes the engine nearly unusable =( Second part of the question, can I adjust this value myself? I want all engines to have instant thrust response. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
qwertyza replied to BahamutoD's topic in KSP1 Mod Development
Exactly. I'm wondering the same thing. Somehow neither my hellfires nor cruise missiles do not lock on targets. They just act like dumbfire missiles. I thought mb some other mods can break their logic, but for example machine-gun turrets doing their job fine. Mb, I'm stupid but I can't understand what's the purpose of radars/heat designators... Just in case. I'm using 5dim contract pack. -
KSP Interstellar Extended Continued Development Thread
qwertyza replied to FreeThinker's topic in KSP1 Mod Development
You should think deeper, Revenant. With radial attachment you can attach more than 1 of such engines. That's totally kerbal way of propulsion. -
KSP Interstellar Extended Continued Development Thread
qwertyza replied to FreeThinker's topic in KSP1 Mod Development
Considering the ISRU part, I personally do not think any flat science labs or TAC-compatible parts suits the KSPI. Probably u can use it as a radially-attached Nuclear Pulse Engine. I thought its kinda possible and fun for sure. Or just as a radial VISTA engine/radial reactor/just connector. The part itself has a cute model, scrapping it would be sad. Yet currently it does not have any practical sense. -
KSP Interstellar Extended Continued Development Thread
qwertyza replied to FreeThinker's topic in KSP1 Mod Development
U make me mad bro... I explain again, it cannot sustain its own fusion reaction with an engine used same time. It means that the only working config is using separate reactors. One to power engine, one to make electricity. Seems that u don't have such problem, do you? -
KSP Interstellar Extended Continued Development Thread
qwertyza replied to FreeThinker's topic in KSP1 Mod Development
When using Thermal Nozzle on full thrust attached to a non-upg. fusion reactor, it consumes all reactor's energy, so it cannot produce 500Mj to sustain fusion. No matter which type of generator attached. Is it a bug or a feature? Because v0.90 was ok. -
KSP Interstellar Extended Continued Development Thread
qwertyza replied to FreeThinker's topic in KSP1 Mod Development
KTEC solid generator does not work with fusion reactors. Am i right? upgraded/non-upgraded doesn't matter. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
qwertyza replied to bac9's topic in KSP1 Mod Releases
Wow, smjjames , mate. That actually solved several weird bugs. Thx. By the way, speaking about designing huge stations. There are only 2 real problems: craft over 200 parts turns ur game into slideshow, and woblling from docking ports. And there is "kinda" solution for the 1st one. Try this if u want http://forum.kerbalspaceprogram.com/threads/107273- 4,460 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
qwertyza replied to ferram4's topic in KSP1 Mod Releases
Yes, they are a bit buggy, yet the problem remains the same for all complicated heavy crafts, even stock ones. Disabling wobbling would reveal new boundaries in craft designing.- 2,647 replies
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- kerbal joint reinforcement
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
qwertyza replied to bac9's topic in KSP1 Mod Releases
Completely same stuff with hx modules. But i suppose its because of the overall mass over 40k tons. KJR doesn't help btw.- 4,460 replies
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
qwertyza replied to ferram4's topic in KSP1 Mod Releases
Dear Ferram or actually anyone who knows the solution. I'm looking for the way to totally eliminate the wobbling from ksp. Just to disable that feature. Yea, I know this is a cheat. But I'm playin pretty long time and now I'm trying to build some massive spaceships/stations without making them realistic. Using b9 HX modules they are about 50k tons. No way KJR or struts or any stiffling stuff can help here. The only reasonable solution is to completely get rid of that KSP feature. Can anyone help here?- 2,647 replies
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- kerbal joint reinforcement
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[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
qwertyza replied to girka2k's topic in KSP1 Mod Releases
True, problem was in "database reload" function. ATM was perfectly fine. -
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
qwertyza replied to girka2k's topic in KSP1 Mod Releases
It seems to me, that this mod is completely incompatible with Active texture management. Am i right,or shoild i just wait longer till it loads?