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evileye.x

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Everything posted by evileye.x

  1. Just here to note that fairings work fine in 1.0.5 and thanks to new thermal fixes, fairing bases stopped to explode. However I have another issue - fairing bases works as decouplers just fine, but [I]interstaging [/I] fairing bases don't decouple despite the fact they showed in staging diagram. Something needs to be fixed (in PF mod itself may be) - decoupler shold be working OR interstage farings should not be indicated as decouplers... As workaround I add another decoupler on top of interstage fairng base and disable staging icon for fairing base itself (thank to new tweakable in 1.0.5)
  2. [quote name='SpacedInvader']I was under the impression that not only was said hack unstable, but most mod developers have disabled their mods for use there through MM...[/QUOTE] Not most mod developers, just few of them. KJR, FAR and some other. However there's workaround [h=2]KSP x64 Total Unfixer[/h]Have not tried it yet. Just remember not to ask mod authours for support under 64 bit and you're good to go. The game is very playable and enjoyable. But yes, I'm waiting for 1.1 as alll of us :)
  3. [quote name='NathanKell']Buzzard should have a maxtemp of 400 or so, probably.[/QUOTE] Another airplane cockpits in SXT have 800K tolerance, which is reasonable...
  4. Hmm. I run 120 mods, including hi res Better Atmospheres, hi res Kerbin retexture. And tons of quality of life plugins (precision node, kac, rcs build aid, eex, editor filter extension, parts quick search, ker), and gameplay effects like. Tac life support, eva fuels, reaction wheels nerf, remote tec, kis, ctt, etc. My first playthrough was with single parts mod - surface lights. But now I've became part maniac. Now my install has AIES, HGR, KW, OPT, SXT, Ven's stock revamp, Cacteye, Tarsier, mk4 spaceplanes, KAX, mk3 part expansion, mk3 parts expansion mini (with shuttle nose cone), USI derp pack, karibu, explorer pack, oblivion, procedural fairings everywhere, turbonisu, space station science, Dmagic sciense, universal stotage, interstellar, quiz tech, kax extension, B9 and something else i dont remember right now. Also almost all of contacts packs available Other than great loading time, and sometimes crash ( 20~30 % probability ) on start, the game runs rock solid for several hours. Around 19000 module manager patches :) So, yes i can have all the toys to play with. I have 16GB of RAM and use 64 bit "hack" Win 8 x64 if it matters
  5. I love this thread. Celestial body programs is very cool idea. Stock strategies 1) boring 2) imbalanced
  6. [B]Lack[/B], thank you for your wonderful mode! Really great job! Can't imagine playing KSP without it now. I've noticed some parts have max temperature bit off. Buzzard cockpit for example 3400K heat tolerance... May be somebody has MM config for SXT to fix that? Or may be there's a simple way to make patch on following conditions: 1) SXT part and 2) max heat >2400 3) not heatshield then set max heat = 2400 This should be enough I think with 1.0.5 reentry heat (I play 120% heat, yes I love things to burn up...)
  7. [B]charfa,[/B]thank you very much for reviving this wonderful mod. Have you tested it with 1.0.5 ?
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