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Turf

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Everything posted by Turf

  1. You can actually see your craft mass by going to the map view and clicking on the craft info.... Only accurate up to 0.1 tons, though.
  2. Looking forward to doing this challenge! Also, why not just measure mass after landing down? And how about landing on SPH vertically with a plane?
  3. Uh, is the station still up for the assimilation? I wanted to add a part in it....
  4. Well, I'm currently trying to get more science in Kerbin. Lately I discovered that you can get "flying" situation under the KSC's mini-biomes (e.g. Kerbin's Launchpad, Kerbin's FlagPole, etc.). This was done by an accident: Moving toward the FlagPole at high speeds but low enough to not break any parts. And collecting science while doing so. However, any subsequent attempt to get to the "flying" situation (i.e. just don't touch the ground) would result me in taking the biome under it (i.e. Kerbin's Shores). I'm a Science hardcore, I'll go any lengths to extract science from a planet to the last bit. So please tell me if it's possible to get "flying" situation in the mini-biomes.
  5. But then why is the mod labeled for 1.9.x? I presume the mod has not yet suited for the new parts added in 1.10.1 (moho probes, etc.). I'd rather wait.
  6. I used to have this mod installed. Underrated mod, why the hell we don't have options to spend science on after unlocking the entire tech tree? The amount of science available in Kerbol system is about 10 times more than the amount of science required to unlock the entire tech tree (not that you'll grab all of them). Increasing engine ISP is fun. Less fuel, more dV! Also, I'm patiently waiting for this mod to get updated to 1.10. Hopefully we can get more parameters of parts to be optimized using science!
  7. I tried putting something in orbit around Karkua via cheats/Hyperedit and no matter where I place, It just blows up as if I went too deep on Jool, and my altitude shows -1273Mm, Wow. I'm afraid that Kopernicus doesn't work that way. There is only one universe, and Sun ("The All" in this mod) is hard-coded as the center of the universe. We could try creating "miniverses," where they orbit the Sun and make a teleporter mod that will teleport the vessel into another "miniverse" when they are at certain altitude at certain planet.
  8. I keep getting errors like this filling the Alt+F12 console. What does this mean?
  9. I presume that firing an array of laser does not cost anything? I think it could use funds to charge the laser.
  10. Is it required to get to the orbit in the first place? Or just Hyperedit to place it in the orbit first?
  11. Underrated mod. Perfect for science 'money sinks.' You only need like 1/10th of all the sciences in the stock kerbol system to unlock all the stock tech tree. Now I can spend the 9/10th of the science! The 1.14 version for KSP 1.3.0 will probably work on 1.3.1 too. Try them.
  12. The nuclear pulse magazine gives negative funds when I empty all the NPU in the VAB.
  13. Does EL 6.1.0 work in 1.4.5, or should I wait an update for more stability?
  14. Turn off lossless physics warp, then exit to main menu. Does anyone think the magical dV increasing is caused by the time running too fast in lossless physics warp?
  15. Provided that I use the correct version, is it okay to use this mod in my previous saves (the saves without this mod)?
  16. ...Yes! You are cheating! Because you said so, cheater!
  17. Turf

    Tesseract

    3433683820292512484657849089281
  18. Oh, one might experience the KSC messed up when you go back in KSC from a very far distance from Kerbin.
  19. Yay for a star system that is 1 light-year away! (even in non-RSS, it's still 1 light-year) Speaking for the video to the Valentine system...it's not surprising that kerbals never ages any slight different after 750 000 years. Even Gene and Wernher is still working on KSC.
  20. It worked again. For some reason the S, H, and R buttons are gone.... There are BetterTimeWarpContinued that has a small issue but still working for physics time warp slow motion, higher physics time warp rates, and higher rail time warp rates too. Let's see if this mod changed so I can decide which time warp mod I'll use.
  21. Got a particle generator in career mode. I thought it only generates very-cheap Fluktons. I realized that it also generates very-expensive Antifluktons.... I'm rich!!! And also infinite fuel for our interstellar needs! All of that above unlocked before even reaching orbit. Oh, what mod that adds the contract specifically designed for this mod?
  22. [LOG 16:08:05.921] Launcher here(in write): False [EXC 16:08:05.924] ArgumentOutOfRangeException: Argument is out of range. Parameter name: index System.Collections.Generic.List`1[TimeControl.TCAltitudeLimit].get_Item (Int32 index) TimeControl.Settings.configCreateOrUpdateCustomAltitudeLimits (.ConfigNode cn) TimeControl.Settings.configCreateOrUpdateRailsData (.ConfigNode cn) TimeControl.Settings.buildAndSaveConfig (Boolean fullRebuild) TimeControl.Settings.Update () This one spams my console. I don't know what 'Trace' option in the settings, so I just posted this. Do I need any more information to be provided?
  23. I don't know why but my game with numerous mods and this mod, when I click on the stock toolbar, it doesn't show up. Checking the console, I see quite repeating message 'out of bound' errors in red. Does anyone happen to experience this? Besides, the only time warp mod after better time warp mod stopped updating.
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