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Nightside

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Everything posted by Nightside

  1. @Tralfagar I'm glad to hear someone has picked up the torch, I've never had much of a chance to try it because every time I'm far enough in career, there is a new game update and I end up starting over. Anyway, your changes sound really interesting, but I do have a concern about #1. In earlier versions (pre 1.1), having lots of kerbals in a vessel caused a great deal of lag. The theory I read was that EVERY kerbal in a part with an interior was being animated, not just the 3 in the corner of the screen. The game runs far better now, and I haven't loaded so many kerbals up in a single vessel yet so I don't know if this is still a problem. Thanks for your work, I look forward to trying your version.
  2. Working good in 1.1.3, thanks @Wotano and @Warezcrawler. Would it be possible to set travel speed in game? I would like to use this for boats and airships as well. They are fun to build but kind of tedious to actually fly any distance.
  3. With a similar part in the Pathfinder mod, it is assumed that kerbals are using mostly local resources to create paved parts. Seems believable.
  4. Thanks for all your work! Its always made the game more fun to play.
  5. http://bugs.kerbalspaceprogram.com/issues/7649 It may be part of a larger issue that will (hopefully) be addressed in the next update.
  6. Remember that mars/duna has very little atmosphere so balloons won't provide much lift. On Venus though you could probably float with party balloons!
  7. KSP has been updated to version 1.1.3 in the last week or two. This mod just recently updated as well. The change in KSP version is much more likely to cause problems in an existing save than this mod, but to enjoy the latest features of this mod you will have to update KSP.
  8. Some cool interviews and stories about the man with the L5 plan, Gerry O'Neill. http://99percentinvisible.org/episode/home-on-lagrange/
  9. http://99percentinvisible.org/episode/home-on-lagrange/ My favorite podcast just did an episode about space colonization.
  10. I believe the problem is with Modular Flight Integrator, a dependency of Kopernicus and FAR. The fixed version is 1.1.6.
  11. As mentioned a few posts up, the problem is with a Modular Flight Integrator, a dependency of this mod. It has been fixed and an update can be found in that mods thread.
  12. Good luck! If you use KIS you might be able to reattach the engines at angle pointing out so the exhaust doesn't hit the ship. But you would lose efficiency.
  13. Well, there goes my attempt at a stock only playthrough of 1.1.3... Why do you have to make this stuff so cool?
  14. Wow, this looks really cool! I'm eager to try it out.
  15. Seems to be working fine in Sandbox mode, haven't tried career yet in 1.1.3. ETT totally changes upgrade nodes. You will have to inserts ETT's tech tree node names if you want it to progressively unlock.
  16. This is great! Its one thing to be able to make orbit, but bit more challenging to achieve the orbit you wanted! Thanks for this.
  17. You are trying to lift yourself up by the bootstraps, so to speak.
  18. Thanks Randazzo!, So do these work any differently than the stock deployable radiators?
  19. Thanks! I was playing 1.1.2 without it and its just weird. Glad to be reinstalling!
  20. This looks cool, but why would you want the navball to be afraid of the cursor? Don't you need to press the SAS buttons?
  21. Sounds like this uses textures from the Squad docking port, so as long as you haven't deleted the original Squad files it should be good!
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