Jump to content

I got BCed

Members
  • Posts

    56
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Rocketry Enthusiast
  1. ahh yeah well spotted I wanted 100EC's to be one MW. It is a shame about the resource handler. what about a way to remove beamed power, warp, plasma/dt engines and the ISRU's ?
  2. how much work would be required to recode the plugin to uniformly use "electricCharge" in place of "Megajoules" with a scaling factor of 1 EC = 1000 MJ ?
  3. bug report: when firing a sepertron from a kerbal's back (I modified the Addmodule.cfg) no thrust is applied. I guess that it's a thrust transform issue. I dunno If this can or will be fixed, but I for one would like to see what happens when you apply a rocket directly to a kerbal.
  4. Feature Request: Could vessels with activated detectors continue to scan even when not the currently played vehicle? That would save a lot of waiting for my satellites to scan things. Also kudos on the quick update
  5. admittedly, no, but when one detonation is moving your praperisis by 1000000 m there's a line that's crossed
  6. god, there is no finesse in this "engine", 1 nuke is knocking my orbit around like the ship's made of paper. ammo selector for different yield devices would be a nice feature down the line
  7. could this be adjusted to use the main throttle controls and activate/deactivate KSPfieldsevents? I don't want to have to hold down a key to work the engine. Otherwise a fantastic mod, keep up the good work.
  8. Thanks hmm guess I'll have to wait for the optimizations to arrive. OK but don't just go cranking the clocks without reviewing your load temps. Heat KILLS computers. (Trust me I've killed enough) And the reason for shutting down cores (if it was explained to me correctly) is so you don't have to raise the voltages; or at least not as much.
  9. If done correctly and adaquately cooled overclocked cpus can give a trouble free performance boost. However care is needed in overclocking. whether it shortens CPU life I couldn't tell you, however its a gaming computer, I'm not going to keep it 10 years. I should clarify I am after more parts in a vessel rather than more part types loaded.
  10. (This is a hardware support thread, sorry if its in the wrong place) I am running an AMD FX4100 based system already clocked at 4GHz. What I'm wondering is will shutting down one of the compute units (effectively killing two cores) and cranking the overclock improve the Max part count achievable in KSP?
  11. OK I think I know what your getting at now. I believe that a lot of the part placement code from the VAB works in the flight scene, so you can get a kerbal to grab a part and still test it's placement in the usual manner.
  12. Hang on so let me clear this up. You'd like to be able to pull together and connect multiple ships in EVA, and surface mount parts including fuel lines (and presumably struts. Who doesn't like struts?) As far as I am aware no plugin does that. With the exception of pulling ships together and docking them in EVA it MIGHT be possible. However how you'd pull it off in game play would require a lot of careful thought. You need to consider how you want to get the spare parts into space. Do you want kerbals to remove parts too? How will they hold the part? Can they use ladders while they do? Can they drop the parts? As well as any other issues that you can think of. Once you've done that go make a concise but detailed post in the addon's request section; and maybe someone will give you a hand.
  13. I don't recall ever hearing about such a mod. To be on the safe side you might want to request it in the requests section.
  14. I'll admit this looks bloody cool, but what I'd really like to see is a ****ing big engine like yours curled up in, a 3-5m cylinder, that can be deployed in space and tow a traditional Kerbal ship between the planets (and later stars).
×
×
  • Create New...