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DStaal

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Everything posted by DStaal

  1. Part count and partmodule count... MKS's logistics and advanced features do take a fair amount of compute time. I don't think it's unreasonable amounts - just that it adds up.
  2. It's also worth noting that KSP has a setting for the number of lights (that can illuminate) it can have in a scene - defaults to something about 8 I believe. If there are more lights than that present, they just stay off and don't work. There's no limit to number of emmissves. (Cosmetic lights.) So you can have them on all your parts if you want.
  3. Hey, everyone knows Minmus is made of ice cream. If Phybi is made of dirt it's still less than density of Earth in relation.
  4. Except - I don't actually find it useful for that, because I don't care about the exact TWR. Oh well. I'll stop following this thread, and bugging you about it.
  5. Honestly, even when taking off/landing, as long as the TWR is somewhat reasonable I build for dV. ('Somewhat reasonable' here usually being 'greater than 1.05' or something similar.) And in space... Well, a 2-hour burn is can be somewhat reasonable at max physics timewarp.
  6. I am not seeing this - may I ask how you updated? I always replace the Pathfinder folder entirely. If you overwrote, it's possible that it merged in your old configs and the new configs, and Pathfinder therefore was able to 'see' what it expected when it checked against the current mode. (Are there files in this folder '.cfg'? Yep. Are there files in this folder '.txt'? Yep. Never thought to check if they *also* had the other...)
  7. I believe that was the main thought on it: That with a command center, recycler, habitat, and lab there was very little reason to use most of the rest of this mod.
  8. Input your own guess. Or let it crash and learn the guess is garbage. Oh, or get a better design. If the baseline is taking 4k and the first guess isn't getting beyond 20km, it may be worth adjusting the launcher.
  9. Nope. It disables the heat shield category entirely...
  10. I know I've built it at least once with Extraplanetary Launchpads in the past. So you can build in orbit. (And I don't think I’d ever actually try to launch it.) But other than that, yeah: MOAR BOOSTERS.
  11. Thanks. I'll try it next time I get a chance to fire up KSP.
  12. Personally, I'd probably be using EL. Build in orbit, just launch the materials. (Likely in multiple launches...)
  13. I have had no issues, and I regularly use MechJeb2 Warp Helper. While I run lots of mods, I don't have Kethane.
  14. There is, I believe. None of the resources are really new, they were just something you didn't hit on often when in building things, and there's parts that can separate out the resources from mined materials, either Ore or Dirt, and it adds the ability to mine Dirt to stock parts.
  15. Clicking the dot/star to the left of the thread title should take you to the oldest unread post in the thread.
  16. Actually, it feels like you make a change requiring a complete rewrite of the compatibility patches once a year or so... I'm actually phasing out of USI because of it, as by the time I've got patches for everything they get obsoleted. Final in this case as 'an actual released version, not just a preview'.
  17. Actually, the most common response I saw was more along the lines of 'we know there's another change coming - we'll wait until the final is released before looking to make changes'.
  18. You'll have to check with Nills277 for exact details, but it's probably something like 'the flexible joint can't also be a docking port'. So there's the flex joint, then a tiny dock, which docks to the larger part on the other side. It also helps you make sure you aren't trying to dock two flex joints together, which would be a Bad Thing.
  19. You're missing a part. There's a little half-ball that goes in the hitch on the right. (That's needed to make the physics all work correctly.)
  20. @RoverDude- I see you've updated the mod on SpaceDock, but you didn't tell it the new version is for 1.6, so SpaceDock still warns that your mod is out of date and for 1.3.
  21. The last release was before CommNet, so there's no built-in antenna. You can try patching one in with MM, or adding an external antenna and seeing if that helps. Take a look at draqsko's edits at the top of this page, and you'll see an attempt at getting it working again under 1.5 I believe.
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