Jump to content

Pronoes

Members
  • Posts

    110
  • Joined

  • Last visited

Reputation

66 Excellent

Profile Information

  • About me
    Rocketry Enthusiast
  • Location
    Sheffield, England

Recent Profile Visitors

3,550 profile views
  1. As a RSS/RO player, I love the procedural tanks. Aside from the obvious advantage of being able to size and shape them to your heart's desire - it reduces the parts count immensely. Why stack 6 tanks when you can shape a single one the same size?
  2. Hey, running KSP 1.6.1 with RSS RO and most of the usual recommended mods, CKAN installed with all the procedural part stuff. I've noticed something. Not sure if it's a bug, or intentional or what, but when I place mass (a 300 ton tank) onto a fairing base's top node, my Delta V barely changes, (I think I was around 18,000 and it may have moved to 17,970), but when I put the same mass onto the rocket without the fairing base (i.e mass making direct contact), the mass takes effect and my DV drops (as it should) down to around 10k. This was super confusing for me until I figured out what was going on. Creating a super heavy lifter with a temporary 300t lead ballast tank to test stuff out, got the correct dv for LEO, took the ballast off, made everything shiny, fairing's on, 300t payload on, and dv was showing 18k (in mechjeb)- the 300 ton payload not affecting the outputted DV with a fairing base in the way??/ Edit: Seems to register the mass when the fairing base is attached to the payload, as opposed to attaching the payload to the fairing base
  3. Don't get me wrong, I don't have the first clue about app programming, but surely a semi-competent developer could throw something together in 20 minutes. The simplest form would surely be a front menu page linking to pictures with a "Back" button.
  4. Hey guys! After abandoning my A.R.S.E. series due to too many bugs and complications and crashes with 1.05 and effectively leaving KSP for 6 months, I'm back and a few weeks pottering around with the ability to run a stable mod heavy setup, I'm looking to do a video series once more. Hopefully this one will last longer than a few episodes! I'm still unsure on the formatting and whether I should voice it or not. I'm not a big talker but I've given it a go regardless. As stated in the video, the ultimate end game for this is to establish a self sustaining colony for each planet, or get as close as is technically possible. Whether that is on a planets surface, or on a space station in orbit depends on the planet. A little snag of course is Kerbals need that pesky life support! Damn them. I would love to use some of the mods such as planetary bases, resource extraction and processing etc, but atm, Realism Overhaul hasn't given many mods like that it's green stamp of approval. Real ISRU is a WIP and I'm keeping my eye on the development of that. In the meantime, I have plenty of setting up and missions to plan, design, build and run and a long term goal is to reduce the self sustaining parameter of my end game to maybe 20 years. So, "Sustain multiple Kerbals on every planet without interaction for 20 years" is a viable goal in itself. If I get that far and run out of things to do before I've found the mods required to create self sustaining colonies, I'll grab whatever is required whether it's RO kosher or not. Latest Episode - June 3 2016 Vanguard: Episode 1 Establish global communications network via 3 geostationary relay satellites. Modlist Episode List
  5. Hands down the most professionally written piece of fiction I've read on these forums. Kudos.
  6. Is changing textures on procedural fairings still possible? I know it used to be back in 1.0x, but having installed 1.1.2, I can only change textures on parts, (actually only tested on procedural fuel tank). I've seen on previous page a couple of links and followed the endless loop of forwarding mod links but can't really figure out what it is I actually need. I have ProcParts, ProcFairings, MainSailors Textures, Firespitter, KW etc.
  7. TY for your speedy confirmation and apologies for my ignorance. Not KSP'ed since Christmas and reinstalling today. Trying to catch up on ~100 mods simultaneously, some have gone, some are incompatible and some have changed beyond recognition. Glad that you've kept yours updated though!
  8. Just a quick one. When I hit the hangar extender, the VAB disappears and my craft is dumped outside. I can still build on it etc. Is this a known bug, a feature or something else? I see you saying that stuff no longer scales in 1.1.2. Is this what you mean?
  9. We're 'streamlining' our ksp staff to focus on something completely different such as a p2w mmorpg
  10. On the "Deploying the Rover", what docking port is that? It looks far too small for anything I have or is it tweakscaled?
  11. Basically minions in space. Yeah sure, why not.
×
×
  • Create New...