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meuqsaco

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Everything posted by meuqsaco

  1. I'm not able to get any progression contracts other than ones in Kerbin or Bop. Anyone has a similar issue? How do I get contracts for further planets? Thanks in advance.
  2. Hello, thanks a lot for your mod. I just did a fresh install and had a popping sound every few seconds and found out that your wind sound creates this when it goes on a loop. I did a research (I was completely ignorant to the subject) and found out that the sound waves of the audio file needed to aligned at the start and end so it doesn't make this crackling/popping sound. I fixed it for you in Audacity and uploaded it in case you want to compare and maybe use it on your next version. http://s000.tinyupload.com/index.php?file_id=05435867713555609542
  3. Anyone knows if it's possible to compile the 1.1.3 ksp compatible version into 1.2? This mod is a must have for any new game to me.
  4. I have the same issue. It crashes very often when I am moving the decouplers around. I am not having much fun with Kerbal right now unfortunately
  5. Wasn't the pre release supposed to be available sometime in this weekend?
  6. Beta should be available at the end of this week or beginning of the next, according to the planned schedule, correct?
  7. Devnote Tuesday - "Unless something incredible comes up this week we’ll be entering experimental testing later this week"
  8. Today is the last day for it to appear on Steam, correct? They mentioned at the end of week, but I doubt they will work on Saturday.
  9. They are probably not going to do anything about users who bought it outside Steam. The truth is that the majority of people don't even know about 1.1 beta and out of those, only a minority bought it from Squad's store and then even less cares about playing it two weeks later. They have no obligation to accept anyone to their beta. What they want is to make it as productive as possible while costing the bare essential so they can focus their resources into the game.
  10. Yeah, it is hard to do anything precise until you get your first reaction wheel. Until that point I usually use gimbals to move my aircraft.
  11. Kerbal will follow the same route as Minecraft, being a platform for mods. I see no problem in that, since the community can develop 100x more content than the original developer. If I were from Squad I would try to make the game as stable as possible and then start working together with the modders to incorporate their work into my game with adjustments to make it balanced.
  12. Hello Yeemo. Yes, that's exactly what happened. I have Hide Empty Nodes mod installed and since the new nodes are empty, I couldn't see them. Thanks for your support. Also, are there any plans that the MK4 spaceplane parts could be supported by your tech tree?
  13. I am so excited about 1.1. I have a stable modpack right now which I keep restarting my career because of how fun it is, but I have to play it with DX11 which is not as smooth as the native DX9, besides, there are more mods which I would like to add. I got the same mod addiction in Kerbal that I had playing Minecraft :). Such good games.
  14. Hello, thank you very much for your mod I've tried to use the developer version of the tech tree, but it does not look like the one you posted in the last page. I tried downloading 0.9.6.4 and copying the file from one folder to another, but nothing. I then tried with version 0.9.6.5 and copied the file from last version and also nothing. Could you help me?
  15. Every time I have to restart my game to prevent a memory crash, I come to these forums expecting a date for 1.1 I keep thinking about the awesome modpack I will be able to run. Does anyone know how they usually plan to release a new version? Do they do some kind of closed beta of it first, or do they announce and release it at the same day?
  16. Would be nice if Squad could tell us their thoughts about low tech plane parts and if they intend to make them more useful as it looks like the majority of people enjoy playing with them.
  17. Yes, but flying in Kerbin is a bit boring, it poses no challenge and there is little reward. It would be much better if we had somewhere closer that required us to build a rocket to carry our low tech plane to use for exploring/science. Oh, I wasn't aware that these planets don't have oxygen which is required for the engine to run... Damn, so there is nowhere else we can fly our planes besides Kerbin? Maybe I have to mod my game to add a new location for this kind of setup. I would love to have a base somewhere in another planet which I could launch planes from.
  18. Hello guys. I really like the fact that Kerbin has two natural satellites, one being the Mun which is much harder to land on, due to the terrain and gravity and then Minmus which has almost no gravity and thus allows to easily explore with the same rocket you use to land with. My problem is that there is nothing around(besides Kerbin) which has atmosphere so I can bring a plane around(rover exploring is SLOW). The closest place I found was Eve or Duna which are a long trip away from. For me, this makes planes useless until you have unlocked the tech. for spaceplanes. Wouldn't it make sense to have a third natural satellite with atmosphere or change Minmus to have it? This way we can practice before sending more dangerous missions to other planets.
  19. Hello RoverDude. Thanks a lot for all your mods. I love them It was a 25-30 day mission to Mun where I build a single ship to deploy 3 satellites in a mun orbit + 8 small science drones to land on the biomes and send me science back, so it took me a while since I didn't plan my trajectory very well. I'm curious, how can you bring him home using stock parts? Grappling hook? I've never used it yet, so I don't know how that would work.
  20. One of my kerbals became a tourist, since he spent more than 15 days without food. No problem. I sent a rescue mission and supplied his vessel with food, but he kept as a tourist. I noticed there is another kind of resource called habitation which is 0 in my case. What is this and how do I give it to my Kerbal? My initial simple mission is now hell...
  21. That can wait. We need 64 bit + better performance. The number of mods I plan to install in 1.1 will contain more content than what their stock game(great one) will have for the next 10 years...
  22. I just did the same thing and it worked. Thanks One of the deleted parts may be needed to generate the shroud.
  23. Hello all. I installed this mod together with the community fixes, but I have a problem. It seems like when I put a stock decouplee below one of KW Rocketry rockets, it does not shroud the engine automatically like it does for stock engines. I've tried deleting the config file "KWPatch-interstage.cfg" from community fixes mod, but it did not resolve my problem. I do not care about any of the fairings or decouplers which come with KW Rocketry since for me, they are redundant. I just want to have a stock decouple shrouding my KW Rocketry engine. Can someone tell me what I should do? Thanks in advance.
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