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argentrolf

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Everything posted by argentrolf

  1. and thats actually why i would like to do both runs... stock to show what i know/dont know, and modded because i like realism and challenge .I'm trying to pick mods that reflect both a realistic system (e.g. atmo and gravity), as well as adding parts/functions that actually exist in most space programs... problem i run into is that not all of those functions existed until they were needed in an emergency (on-board spares redundancies from Apollo13, and Shuttle Rescue from Colombia) or because tech had to advance far enough to make it practical (external docking transfers, and cctv). so im not the only one that gets random double posts, lol so im not the only one that gets random double posts, lol really...?
  2. so it wouldnt be a big deal to try a run stock, and a second run using difficulty mods and added parts?
  3. So, I figured out how to put my medals in... and since that img file is maintained by a 3rd party site, its easy.... but how exactly do i put in the badges? same way I post screenshots?
  4. at the moment i can only think 6-crew command was the only possible conflict (shuttle itself was yours and stock only), but it was persistant after a full removal...
  5. ok... idk if im doing someting wrong... but i keep getting bill killed on a runway eva. basically heres what happens: transfer bill to the airlock from the flight deck select bill for eva bill goes PFFT! airlock is mounted so that one docking tube is up, the "extended" one goes to the crew space (not the extended version though) and the airlock opens into the cargo hold... so what am i doing wrong? *note: I had 6 seat mk3 and 6 seat science lab... uninstalled to see if thats what might be doing it, and will edit one final time when i know... nope... wasnt it..
  6. Ah... I see... Yup, I even tried it as an SSTO... you remember this? That guy had a better day than Jeb...
  7. @Speeding Mullet, np, here is the combination on the launchpad, ready for a night launch attempt at improving (landing at KSC instead of the north pole, lol)
  8. My Airbreathing-Hybrid Orbiter... It looks like an SSTO, but for the purposes of this challenge? It doesnt have enough fuel to attain a stable orbit on its own (unless I'm seriously screwing up somewhere). It's bare-bones here; no radio, no cargo, and only Jeb and Bill for crew. Seating for 6, and i have plans for a rescue can for when I get that far... does this qualify? or do I need another run with my wife tapping the F1 key every few seconds for me? I can do that...
  9. @Beale thank you for linking the x-1 article... been having issues with some of my lower speed planes using the early stabilator and couldnt tell why... your article led me on a string to this: servo tab wiki... now, i think i might try tossing an elevator on my stabilators to work counter-angle and see what happens, lol
  10. call me stupid... but if i turn OFF "magical" decay, and turn the txt into .cfg... that makes realistic RWs? or am i misunderstanding? ok... actually, all of these look like something i'm (sortof) looking for... but im not sure if i understand any of them properly based on whats here... im not good with numbers (innumerate other than counting and spotting patterns), so if someone could give me an einstein "5 year-old" explanation?
  11. lol... i can do that fin with my rockets, its when i try to get an airbreather hybrid to do it that it gets to be rough... or getting a rocket assist-that can glide better than a rock (and i know... the STS's were bathtubs with wings, but i think they could have done something a LITTLE more graceful! )
  12. i would like to participate, but im not entirely sure i understand all of the missions properly....
  13. ok... so im trying out rt... and the antennae dont register... im not using stock rt, but the only thread i can find for remote tech is closed... im stumped and id really like to use rt. but in unmanned before manned remote tech is unplayable with that problem. cant even get the first launch because no signal to the probe to ignite the engine. ive even tried with JUST remote tech and still get the same problem.
  14. does a phenom triple-core count? lol ok... quick question... i got the wip 1.2.2 RO... since I DO use CKAN, should i install RO last to ensure that i dont get fail to install issues?
  15. I thought about RSS, but I wasn't sure if my pc can handle it... as for RO, if its on CKAN its not showing in my list, and what is RP-0? and that could overwhelm my computer, i think... I'm really wondering if there's a setup that offers a learning curve AND realism simultaneously... Unmanned sortof... but thats still fairly unforgiving (firespitters biplane aside, that is... tough little piece of...lol) and I'm sure jeb is getting tired of me killing him... including TWICE where my rocket decided to make an immediate uncontrollable left turn and destroy my VAB...
  16. ok. new to the forum and i was going to ask that... these are my mods; maybe youll get an idea and share a few of your own? [spoiler=My mods] [x]science! = makes things easier airplane plus = parts cacteye optics = parts/science connected living spaces = realism contract configurator = easier to use contract menu contract packs: bases and stations clever sats field research kerbal academy tourism plus crew r&r = realism dang it! = realism, and the other malfunctions mod caused a failure EVERY SINGLE LAUNCH! dmagic orbital science = realism/science/parts docking port alignment indicator = havent gotten that far except the tute, and that was a pain... so... eva parachutes and ejection = iirc even the gemini guys had chutes, so why not kerbals? eva fuel = realism final frontier = as many times as ive killed jeb... he deserves a few medals firespitter = i think this is the one giving me the biplane... flexible docking = because, yeah kas kerbal engineer redux = it helps me troubleshoot my rocket failures kis kerbal joint reinforcement = tired of seeing rockets go spaghetti when they should break kscale64 = bigger scale near future stuff = more parts scansat = parts/missions/science/realism seti contracts greenhouse probe parts rebalance station science = parts/science stock antenna balance = dont recall if it was req'd and im not sure i see a difference, but... stockalike parts = parts surface expiriment pack = science/parts tacls = realism... sortof take command = whats the point of the command chair, otherwise? test flight = because those dangit failures should serve a purpose seti ubm = realism... i think... usi exploration = parts usi kolonization & suits = parts and they should get their own uniforms waypoint manager = "ok... pitch up... press m... set target... set target dammit... SET TARGET NOW!... press m real quick... splash" [/spoiler] i wanted remote tech too, but that doesnt seem to like one of my mods... i put probe in and get "antenna not found", add an antenna and "antenna not found", add all the antennae and "antenna..."... so i said screw it. i left out the requirement mods, but does anyone have any other suggestions on mods to add or take out? my pc takes 10 min to load this, and 5 min to load stock, so im kinda limited ram-wise...
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