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Everything posted by dave1904
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I think there is a mod that shows the location of a part/cfg in the VAB of the game. I forgot the name of it if I am not imagining it. Anyone know what I mean?? Not sure if this should be in support part. Its not janitors closet. Have that already.
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[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
dave1904 replied to JPLRepo's topic in KSP1 Mod Releases
How do I keep kerbals alive if I am using fuel cells? Turning of backround resources does not help because once I swap to ships the kerbals die anyway even though the ship has full charge. -
[1.12.x] Kopernicus Stable branch (Last Updated February 12th, 2024)
dave1904 replied to R-T-B's topic in KSP1 Mod Releases
I also just found that the newest version of KSPCommunityFixes has a patch that removes the useless stock maneuver tool and that has an impact on kopernicus systems apparently. I am sure you are aware but others that look here should also be always reminded. I have so many mods that its impossible to keep track and I do not want CKAN. 4000 hours in and never used it. -
I play on 3.5 rescale and need around 5-6 km/s of deltav to get to orbit. Build a 1 million credits 100% reusable rocket to get 40 tons into low orbit. After spending ages perfecting the design and getting every last bit of delta v out of it. I found out that it cost me 350k on methane and LOX alone and that I could build an expendable rocket for less than the fuel cost... Will have to add a second stage with parachutes and heat shield to bring the total weight down.
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Is the Hype on the forum dying? :(
dave1904 replied to DerkyJerkyWreaksHavoc's topic in KSP1 Discussion
I think its good. The less hype the less likely it is for people to be let down in the case of a bad game.- 16 replies
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[1.9.x, 1.10.x, 1.11.x, 1.12.x] Kerbal Space Transport System
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
sorry. I deleted the craft from the tracking station and am not 100% sure. I think some had probe cores and some did not. -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Kerbal Space Transport System
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
I have old tugs that have docking ports and are now named as debris. When I start a transport mission the vessels still appear in the list of ships and stations in KSTS menu. It would be handy if vessels marked as debris were filtered out. I have alot of ships in kerbins orbit so its harder to scroll down the long list. As I said its just an annoyance nothing major. -
[1.9.x, 1.10.x, 1.11.x, 1.12.x] Kerbal Space Transport System
dave1904 replied to linuxgurugamer's topic in KSP1 Mod Releases
A tiny annoyance is that the transport system recognizes debris with docking ports too. -
[1.12.x] Kopernicus Stable branch (Last Updated February 12th, 2024)
dave1904 replied to R-T-B's topic in KSP1 Mod Releases
I am having an issue with scansat contracts not showing up for OPM but they do show up for MPE. The addwatchdog patch is causing it but why only for one planet pack and not the other? I have found rocks floating too and its not really rare. Performance tends to be lower around planets too. Once I get below an altitude of 100m FPS jumps from 15 to 50 in some cases. I do want to say however that It is not tested properly yet because i was just playing the game. -
Anyone know why contracts for OPM do not show up anymore? I have another planet mod(MPE) installed and contracts for that show up fine. I delete MPE to make sure its not a compatibility issue and the issue persists. The planets scan fine but just no contracts. Edit: Its kopernicus addwatchdog causing it. I have posted it in kopernicus forums. If there is a solution I will update.
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I do not know myself because after testing over and over again its hard to get consistent results. Thats good because I do like the unpredictability. Have you had any issues on long term missions? For example after a while parts will just fail over and over again even though their MTBF is still quite high.
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Ive been using this mod for a while now and I have to say that failures are just odd. When reliability is not 99% you are still basically guarantied to have a failure. If an engine has 87% reliability it is going to fail 50% of the time. If your max tech level only allows you to reach 87% then the failures are far less common. I have the feeling those percentages are not working correctly. As long as you max out the reliability for your current tech level you seem to be fine. I have a heavily modded game so it could be other mods. Problem is this mod takes time to test and I do not want to play a stock game for hours to get data. Anyone else notice this?
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Why can I not find the Saturn V Stage 2 ullage motors anymore? My saturn saves wont load atm. I can build the rocket no prob but I really loved those ullage motors. The ones that go on the interstage. NVM. Something went wrong with updating. That a single part was missing is something that has never happend to me.
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It was a bit extreme and I was hoping noone would call me out on it. You're very nice because it was a stupid statement and not an unfair one.
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[1.12.x] Kopernicus Stable branch (Last Updated February 12th, 2024)
dave1904 replied to R-T-B's topic in KSP1 Mod Releases
First body I visited today was gilly and I did not notice any fps drops and land scatters loaded at the correct elevation but they are massive. Could that be rescale? -
[1.12.x] TAC - Life Support v0.18.0 - Release 19th Sep 2021
dave1904 replied to JPLRepo's topic in KSP1 Mod Releases
Whats the best way to deal with backround processing and nuclear reactors from near future tech? I understand the mod itself does not support it but other than disabling backround processing I was wondering if anyone has any good solutions? Main issue I am having is they way LH2 cooling and requires loads of charge. Im my current case 100 units/sec.