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kerbjo

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Everything posted by kerbjo

  1. thx but i figured it out i was still used to add more wings to provide extra lift i redesigned it much more simpel and it works and it handles like a sharm, only now ive encounterd an old familiair bug when i add intakes i cant add any more parts to the plane if i click on a part in the building menu nothing happens
  2. i love the looks of this mod but i am having big problems flying with these parts, maybe its just me not getting the adaption from 0.90 to now in aerodynamics but everytime i launch these planes they auto lift off at 70m/s and emediately flip over and crashn i someone any advise on desiging with these parts or is it not doable with current aerodynamics ? note : i mostly use the J-type parts and lift , thrust and mass is balanced in RL ways
  3. just tested a scan on serran and found regolith resources there, biome map is displayed, everything is looking alright. ll go on to test with a landed base if drilling goes to thx for the fix
  4. no problem gime a sign when you update them and il start testing them again
  5. well just finished scanning serran the karbonite map looks decently done only problem is that its everywhere ;p not so chalenging , but for some reason i cant detect any other resource like ore metals ? substrate minerals ? the ones u need for EPL to work
  6. nice to see regolith is implented now il test and give feedback ,think in a week i should have tested it on all bodies
  7. looking forward to the next version than thx for the reply and keep up the perfectionism , thats what makes this mod stands out
  8. hej there , awesomme mod , keep up the good work i have a question ; is there any way to get overlays for resources are they implemented yet ? can i for example find ore on serran to build rockets there ? i have the old resource map overlay installed but it wont work and karbonite wont give me the info together with scansat. , or im just failing somewhere also an option ;p thx for the mod , answers and tips are appreciated
  9. hej there. awesomme mod. i'm having a lot of fun with it. have a interesting suggestion for you. In the movie there are cryogenic sleep pods, but you must think how am i ever going to do that in ksp ? well not many people know it but there had been a mod around that does it. it would make a perfect adition to the interstellar ship cause currently u cant go far with the ship if u have TAC installed . il post the link bellow , maybe u can contact the creator of that mod. Its just a suggestion keep up the good work. ps. english aint my first language so sorry if my spelling is weird. http://forum.kerbalspaceprogram.com/threads/92806-WIP-25-PaladinLabs-Dev-Thread-DeepFreeze-cryonic-crew-storage-v-012
  10. yes i see that now, Also i have done a fresh install and its perfectly playable the problem is gone but on the other hand i would love to play this with other mods so i went testing with the big 5 and have stated it collides wit most of them as soon as u put in a bigger part pack its not playable and full of bugs. interstellar : cause of the problem i discriped earlyer, only mod i have it with, NO GO (suggestion ; could be the warpplugin?) B9 : throw in to space on launch and problems with navball , DOABLE KW : no problems KAX : same as B9, Doable near future series mods : same as B9, Doable stock : no problem This mod is full of potential and i hope they keep working on it or maybe get other modders to help. sidenote : my systemspecs def. not causing the problems...... my pc eats these mods for breakfast
  11. hye very nice looking mod but have a few questions (problems i have with it) is it possible that the SOI of the black hole goes thrue the SOI of kerbin , cause every ship i have launched even in LKO gets pulled away in to an orbit around the black hole as soon as i go the the space center. and end up in a close orbit around the black hole or a high orbit at the altitude of the kerbol system. I have checked my module manager its alright. i am using other mods but no mods that could have inte
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