Jump to content

xjames

Members
  • Posts

    40
  • Joined

  • Last visited

Everything posted by xjames

  1. actually you're right. They're not denying it. And the "up in the air" post was actually by another player, so my bad. But I still read this as "no plans for mac/linux for now"
  2. I understand where you're coming from. In the past Squad (or whoever write those things) has referred to pc/mac/linux as just "pc".. But they've actually said on another thread here that they currently have no plans for mac or linux. They've also said on yet another reply that mac/linux support is "in the air" as of now. so we do know something.
  3. I've never played RSS cause it would mess with some of the mods I like, but I've always wanted to. Every Space X launch I marvel at the power of those engines and the speeds attained, when compared to KSP. A native RSS mode would be awesome.
  4. +1 for mac really disappointed that there is no plans for mac/linux yet.
  5. I think there's a small mistake in the wiki: https://github.com/UmbraSpaceIndustries/USI-LS/wiki/Example:-Mission-to-Duna In the Converters section, It says that one nom-o-matic 5000 would be enough to feed 3 kerbals on a x-days trip to Duna (along with the Lab). But if a kerbal consumes 10.8 supplies/day, or 5.4 with the help of the lab, he'd need 2 nom-5ks per kerbal, or 6 total.. The 6 nom5ks would consume about 34k of EC per day, and would need to run constantly, so he'd need to plan for that, taking into account day/night and orbit cycles. essential mod, btw! love it.
  6. Today I aborted my (2nd) career having just got back from a manned Duna mission, and started a new career with new mods: I was already using USI Life Support with Kerbal Planetary Bases System, but now I switched KPBS to USI MKS, figure its more of a challenge. I also added Scan Sat and the Outer Planets Mod, the Near Future mods, and the Unmanned Before Manned tech tree and all the respective contracts. I'm cheating all the Anomaly contracts I previously did cause frankly they're a pain to do twice. I tried that mod that makes you find and research a planet before you can go there, but it seemed a bit glitchy with the outer planets mod, so I scrapped that. Tomorrow I'm going away to spend the weekend at a friends. I'm taking KSP with me (yay laptop)
  7. Hyperedit 1.4.1 beta 3 on KSP 1.4.2 (mac) Hi there. 1st time using hyperedit. Great tool to test your ship before committing to a mission! Here's some feedback, hope its useful. If I hyperedit a single stage probe from Kerbin's launchpad to another planet's orbit (Duna in this case), everything works fine. If I do it with a ship with multiple stages everything works fine until I stage the ship. Then it starts glitching as described by mercaholic75, with the ship wiggling back and forth. I'm then also unable to set maneuver nodes, and if I burn the engine, the orbit on the map view doesn't seem to change. If I try to go to the space center at this point, it'll say that I can't exit with a ship moving on the ground. If I'm not mistaken, the staged part doesn't glitch. Just the main ship. Thanks for this awesome mod!
  8. gotcha! thanks for the heads up
  9. I just dragged them to the capsule's seat inventory
  10. I'm pretty sure I picked the right minipack. In any case I researched the grabber, grabbed Jeb's ship and thankfully was able to transfer him to the rescue ship which had edible supplies.
  11. hi Roverdude. Sorry, I don't usually bother modders but I couldn't find the answer anywhere: I just installed USI LS on 1.4.1, and sent jeb up in orbit in a capsule with a few Mini-packs, but he's starving and won't touch the things. He's wearing the non-orange suit so maybe that's one thing, but how do I make him eat the mini packs and return home? is this a 1.4.1 thing or did the mini packs go bad? I sent val up to help but then realized she aint no engineer (just installed kis/kas too). What a mess thanks for any help!
  12. awesome design. Shows that a craft can be simple, elegant, and great to fly. loved it!
×
×
  • Create New...