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Not Sure

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Everything posted by Not Sure

  1. Um, 30 minutes you considered normal??? Mine takes 3 min at most. i did have an issue recently where things were loading crazy slow, and restarting my computer fixed it.
  2. That worked, thanks! Really didn’t want to uninstall this mod because of it, it is very nice.
  3. I found a pretty terrible bug and i think it has to do with the connection node sizes and their effect on drag. I found it on this SSTO, for some reason at around Mach 1 the liquid fuel tanks behind the rocket fuel tanks produce 150+kn of drag, and the rocket fuel tanks produce none.. I checked their connections multiple times with no avail. I thought this problem would have to do with the fuel tanks so i removed the only mod modifying them (missing history) and the drag was consistant and smooth. (This screenshot was taken at mach 2 as well, twice the speed as the first one with 1/5th the drag. EXACT SAME VESSEL, ONLY WITHOUT MISSING HISTORY) Craft file here: https://kerbalx.com/Pyro_Fire/MSS-12
  4. Basic dV and TWR are something that are basic rights to ksp players. A little bit of a graphics touch up like with just the atmosphere and sun flare from scatterer and a patch of cloud here and there wouldn’t hurt anybody.
  5. The mod time control can make 18 trillion years go by in a second. And also break all your saves, as it did to mine.
  6. Hmmmm, no clue what those drives are, but my two cents are to use a warp drive for going interstellar. Just point at the target and go. Especially nice because transit doesn’t take thousands of years.
  7. But, according to the rules, you can’t do that. i think doing it on a tidally Locked body will lower the body rotation speed the most. Also, I wonder if I could, on a non tidally locked body, could launch straight up and have my trajectory from start to finish be the same time as the rotation of the body. The body would do one full rotation and I would hit the ground right where I started, one day later. questioning if the above falls under the rules.
  8. Hmm, well you want to be exiting towards the muns retrograde vector. I do not know how to translate that to kOS right now. Maybe you can look around in the script library for the Mun mission script, it should be in there.
  9. Yea, I think it’s because every part that contact the water makes the sound. I would much rather have it limited to maybe 3 per second or once for the whole vessel
  10. On the first page of this thread I saw Uma providing an alternate link.
  11. “Unusable TWR” No such thing! Just gotta learn how to do split burns. But a twr of 0.3 will get a Kerbin escape in a single burn without losing too much efficiency.
  12. “Advanced Tweakables” is the option you are looking for, dig around In the settings while in space center view and you should find it.
  13. Strap something between 2 2.5m argo bays and create a yoyo type shape and put some reaction wheels and science gear inside the cargo bays you should be good to go. keep in mind power generation.
  14. I do notice that 2 Kerbal pilots with the same levels will have slightly different Gee tolerance. It might affect that.
  15. Oh my gosh.. I was gonna ask if ions were allowed, and saw the category. People who played with me on DMP know I brag about my Mach 16* ion* plane.
  16. I’ve had scatterer without EVE and had shadows. Are you sure EVE has eclipse shadows? I thought only cloud and cloud shadows were its thing.
  17. I read this and was totally confused, I am super confident that on Kerbin there is no 100% water route, but there is a 100% land route. Everything is pretty much one giant continent.
  18. Yea I’ve wanted to try artificial Kessler syndrome. What can go wrong?
  19. A couple of times I have seen debris get as close as 90m to me on my ascents. (80km is littered in my saves)
  20. I’m like the rest who just have a little rule of thumb, and this is mine. Below Mach 1 seems to work every time. I appreciate the thoughts being put into this, will be used by many in the future.
  21. That’s what I’ve seen, a little bit more mass for each Kerbal and a slightly different paint job.
  22. Totally agree. I hope most of us around here can also agree. Kinda sad, I want Squad to survive but I don’t want to throw out all my money on products not worth it. Im thinking about switching over to Orbiter2016, it’s free, made as a hobby and open to modding. Just imagine how amazing the base game would be if modders could pitch in without pay. Money is difficult though, making content for people to sell but you don’t get a share of the money, it’s not very motivating.
  23. They stated that they were postponing it to remove issues. And of course there's an issue with everything if you look hard enough. I agree that they shouldn't be bundled together. I think a patch for the broken 1.4.2 should have been released ASAP, then 1.4.4 or so would have really polished content later on.
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