blub01
Members-
Posts
88 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by blub01
-
[1.4.*] [2.5.3] (2018-04-06) UbioZur Welding Ltd. Continued
blub01 replied to girka2k's topic in KSP1 Mod Releases
suggestion: welding a part to its direct root via the right-click menu, to easily weld struts without having to create a vessel that contains only the root and the strut every time. don't know if that is feasible, or even possible, but it seems like a worthy addition to me. -
okay, so I'm always really annoyed at robotic constructions just wobbling around like crazy. I have, in part, come up with a solution for this: a secondary support which consists, for pistons and (only applies for a limited rotation) hinges, of an uncontrolled hinge, a piston, and another uncontrolled hinge, connected to the target via a strut.. the thing is, sometimes you want more than 90 degrees of rotation, but this is impossible to do right now. thus, I suggest a circular rail, which could be used as a support for such a creation.
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
totally seconded. the game is really glitchy right now if you try to use kk and dmp together. you can't really create two (or more) kk games, because creating the second one spawns stations in the exact same place as the already placed, so they just disintegrate, and for some reason you keep getting funds out of nowhere. I would, of course, like to see new features implemented, but multiplayer would be a really big plus even right now, and I don't think it would be extremely much work.- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
is there an option to turn off habitation? I'm currently playing with the kerbal kommander mod, and there isn't really the option to land and recover your kerbals to reset the timer in there, but I'd like to have life support.
- 5,673 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
Okay, so how can I find out the weight per unit of wood/steel/diamond considering that I can't just fill up a tank in the editor?- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
how do I calculate the distance at closest approach for two vessels? I want to automate a mining operation that automatically delivers to a space station using kOs, and I couldn't find the info using google.
-
[1.2] Kerbal Kommander: a new way to play KSP
blub01 replied to gagarinekerman's topic in KSP1 Mod Releases
I really like the concept of this mod, but I have a weird issue - from reading the other posts, I understand that ore tanks are used to store wood, steel, and diamonds, but it appears that some mod I am using overrides that. I'm running a number of mods, but the only ones that are really changing the way tanks work are interstellar and USI kolonization. can somebody tell me how to fix this/point me to the actual tanks if I am wrong? EDIT: so apparently there's nothing wrong, I'm just too dumb to figure out how to store it. EDIT: OK, so NOW I am confused, because the information thingy when browsing over the ore tank in the editor says it can hold wood, diamonds, etc., but if I add one to my craft, the tanks don't show up.- 275 replies
-
- kerbal komander
- adventure
-
(and 1 more)
Tagged with:
-
yeah, that would be nice. just write the features down in the OP or something.
-
it doesn't block itself properly then. anyway, that unfixer posted a few pages ago, does it unblock RF, too?
-
wait, so there is a list of permitted AND prohibited part packs? so, can i use all the part mods not on the prohibited list or only the part mods on the permitted list? I'm confused. EDIT: and with 1.0, a) are we allowed to use the stock ISRU system, and are mods like kethane and karbonite now allowed?
-
does anyone else have issues with realfuels? I'm using all the dependencies, recommended and suggested mods of realism overhaul, and I'd have ram crashes if i wouldn't use the 64bit version, but reafuels is completely broken. it shows me a tank utilization of -1%, tells me it can't find the tank types, doesn't show the UI, and has the normal tank contents. any idea how to fix this?
-
I'm having issues using RO, all in any way suggested mods, and the win64bit community hack. realfuels won't work for me, it displays a tank utilization of -1%, tells me it can't find different tank types, doesn't show the button for the UI, and tanks have LFO in them.
-
btw, CKAN does not realize that a) if i install RO, I'll want RSS, too, and that if i install the FRICKIN TEXTURES I'll probably want RSS.
-
ALL the dependencies, recommended and suggested mods for RO = 19241 MM patches. wow. 64bit community hack for teh win.
-
huh. i had some issues with parts heating up on launch, too, maybe it's because they are partially in the ground? did you use launch clamps? maybe that works. and maybe the log might help.
-
it's not required, but recommended. I've had some issues with it lagging the hell out of my game and making it crash, though(without RSS+RO, which make my game crash quite often already, anyway) EDIT: okay, so now something really weird happened. i tried using two hinges(form infernal robotics) stacked to fold my blimp into the craft, and one of them suddenly started translating the blimp. ...?
-
just go to the KSP10 branch.
-
It works just fine, even adds the possibility to switch tank types.
-
i got into orbit with 1.25 meter parts if i recall correctly, not using this miniRO.cfg. you don't really need those huge parts, you should always start with the smallest part spossible, then, if that is not enough, go bigger, it makes your rockets a lot smaller.
-
uhm.. there is this button called "edit post". it is there so you don't have to post more than one post in a row.
-
what mods? that might help me find the buggy ones. i only scrolled through the log to see if there was any obvious error.
-
for me, the heating starts between 100km and 90km, at somewhere inbetween 80km and 70km, it starts burning through ablator like crazy, and i think that's fine - anything below a periapsis of 60 with a 160 apoapsis kills you.(in that case, i had exactly 0.01 units of ablator left, btw).
-
there's a quite stable dev version already(probably the last before release). I assume i have unity already installed, as KSP works, but i can't find the folder. it's not in the programs folder, so assume it might be somewhere in the steam folder(I'm using the steam version), but i have trouble finding it. any help?