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smotheredrun

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Everything posted by smotheredrun

  1. So if I understand the mission idea correctly, Disco II goes to Jool system does "stuff". Heads to Vall for example. Drops lander and then sets fuel tanks down near lander. Use ISRU on lander with KIS/KAS pipe to refuel tanks. Send tanks and lander back to Disco II. Profit! ?
  2. lol once I flipped the ship to run parallel to the floor of SPH, I got a whole 8 fps!
  3. Ok, I edited the affected part configs, and lo and behold, no error messages. Haha, I just clicked the "show reply" pop up. Ok, no rush though Also, I think I need a new gaming computer. Got a whopping 8 fps in the SPH when I loaded the Discovery II Assembled craft file. Well, I guess it also has to do with the 100 other mods I am running, including Kopernicus and OPM
  4. Hey sorry to report an issue here @Angel-125, but when selecting the following craft files I get a Craft Loading Error message. Craft file: Parts Missing: Discovery II Assembled WBI.WB8Supernova2 WBI.WB2FusionReactor WBI.WB1FusionReactor WBI.MicroFusionReactor Discovery II Engine WBI.WB8Supernova2 etc. Correction: I looked at the configs for these parts: Supernova, both Fusion Reactors and the Micro Fusion Reactor. In version 2001 the configs read like I've posted in the strike-through above for their "Names". In version 2002 the configs read as follows: WB8Supernova WBI_WB2FusionReactor2 (not sure if this helps but this file in the Electrical folder is named WB1FusionReactor) WBI_WB1FusionReactor1 (this file is named WB2FusionReactor) WBI_MicroFusionReactor2 (this file is named WB3FusionReactor) Again, not sure if it helps in any way, but thought you should know. The good news is that these parts do show up in the game. It is only the craft files that reference those parts that seem to be affected.
  5. This looks like you've drawn some inspiration from a certain "Predatory Bird 9" Craft hangar. Looks great! So if I understand this concept, your DSEV could be configured in this fashion: Command - Hab/Lab/Centrifuge - "Stuff" - Truss - Truss - K2 Duna Truss package - Truss - Truss - Pineapple - SuperNova - Profit! Once at Duna, detach Duna Package, and reattach ship, do the Duna Tango, Profit?
  6. So that physics Kraken is specifically related to IR? Hmm. Interesting. .. It also seems as if your crane system and Roverdude's crane system are both Physics-Vessel Loading Kraken free too....
  7. I am curious though, with the rotating hab/etc module, how do you avoid the Time-Warp-Rotating Part Kraken that affects Infernal Robotics all the time?
  8. This round of development has been making me wish I had 6 coffee breaksva day instead of just 2
  9. Hello KSP Forums! More updates are on the way. It's been a busy couple of weeks
  10. I saw the answer to my stopping the spin question.... literally a handful of posts above my first one. Thanks for the preemptive answer @panarchist. Also @Badsector, this is now my go-to for long-haul ships. Love the inline solar panels too. Nice way to keep part counts down. I must ask though, how do you avoid the physics-Kraken that always seems to affect Infernal Robotics in 1.2.x (more than usual). I know next to nothing about coding (I made a random number generator back in Q-Basic days), so looking at the files in Notepad told me nothing; except that I don't know anything about coding
  11. Lol you soooo need some VHS/Betamax props in the crew areas. Maybe a "Spinny-Thing" on the comms tower? I can see Jeb looking at VHS tape and trying to put it in a microwave or something. Or trying to get Bill and Kal 9000 build something to make it work
  12. Somehow, some way, and for no good reason in particular, your answer just reminded me of my grandpa watching another tourist on a cruise ship: this tourist is videotaping (yes that's correct videotaping) his first day as he's looking out the window. He states to the viewer who'll never actually watch it "And see that 'spinny-thing' there? I'm really sure it makes the boat go!" The 'spinny-thing' was part of the ship's radar.....
  13. It was a rescue mission from 1.1.3 when I had the Space Centre Vehicles mod installed... (part of the KSOS set of mods)
  14. I agree. This thread should be moved or deleted.
  15. Very cool so far, I've built one ship in sandbox to test out your centrifuge. One question though, will there be an option to stop the centrifuge from spinning? So far I cannot stop the spinning in either the VAB/SPH or in-flight.
  16. I believe if you have your magnetometer deployed (but not "doing science") and then select the button in the "Here and Now" window, it will work. I have had the same thing happen with a few deployable science instruments
  17. Well, I for one still enjoy using it. The lack of the inventory system is arguably a small issue for me as most of my rockets in the early game are one build - one shots. Later on, when I'm using the same sets of heavy lift boosters the payloads are so different that longer build times are understandable. This just addd to the challenge of mission planning IMO - no more waiting until you have only 10 days of life support supplies to build a resupply craft. Also, @magico13 I have yet to come across any issues with the current dev version in my heavily modded save.
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