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DeadJohn

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  1. I think you already have enough intake air considering that your still flying at a modest altitude. What engines & how many are on that plane? Do I see 1 Panther at the tail, 2 Junos on wingtips, 2 Goliaths under wings? If that's the engine config consider redoing it to be only Panthers. They perform better at high altitude than those other engines do. The Whiplash engine is even "better" but arguably too good and too expensive for your desired 10km altitude.
  2. I'm not familiar with that model, but a quick search says it was first released in 2022, so I assume you have a fairly modern CPU, plus a fast SSD not a slow platter hard disk. That leads me to suspect you don't have enough RAM which might be causing your laptop to resort to virtual memory. How much RAM is installed? When KSP finally does load, how much RAM is your system using? CPU model? Is KSP installed on an internal SSD, internal hard drive, or external drive?
  3. If I understand your question KSP is working ok. Only attachment nodes on the root part of the merged vessel are available. Here's how I merge: Load vessel #1. Then load vessel #2 with "merge", don't try to directly attach it, just left-click to drop it inside the VAB. Then press 4 (or click the change root mode button), click on the part of #2 where I want to do the connection, and the open nodes on that part will appear. Finally, drag #2 to an attachment node of #1.
  4. I think you already answered your own question. Kerbal Konstructs is AFAIK the cleanest way to do it. Use KK to create new spawn points, then you can launch from VAB and SPH directly to those new spawn points. This is standard KK functionality that can all be done in-game without any cfg editing. HyperEdit. Spawn to the runway then re-land your vessel anywhere nearby. You can use the IJKL keys to shift your landing location. There's a mod called Vessel Mover but I don't know whether that can do what you want.
  5. Can someone help me understand why CKAN thinks I have upgrades available for Cryo Tanks and Near Future Solar? See circled mods in attached image. My install dates are newer than the release dates, and the installed version number equals latest version. When I checked CKAN for upgrades around one month ago I don't think those mods were listed. I didn't notice this being discussed in the Near Future thread so I'm checking here first. I'm curious whether I have an installation issue or if this is just an artifact. Perhaps someone did something minor like fixing typos in metadata, which is then triggering a reinstall of the mods.
  6. Will that circular text be readable when the flag size gets reduced to fit on a rocket? I don't know exactly how you plan to use the flag, but it looks like the text will be too small if that flag wraps a 2.5m fuel tank. The "top" of some letters is outside the white circle. Shift the text inwards or make the white circle background wider to fit the text. I personally don't care for the look of that font but it might be the fault of the curved text. It might look better as bold text, or an alternate font that's darker, or maybe keep the font and widen the circle so it's not such a tight radius.
  7. Try the BTDT Been-There-Done-That scanner. You have to get close to the landmark, I forget the exact distance maybe it's 1km. An active BTDT will convert the question mark from gray into yellow, and then when you move the mouse over the question mark on the SCANsat map it will show the name of the anomaly at the bottom. That gray-to-yellow change won't show up until you refresh the map or reopen it.
  8. Many old contract packs still work. Some do not. If you mention specific contract packs we can provide more specific answers here. I usually install mods with CKAN. When dealing with an old but new-to-me contract pack, I look in CKAN to find the pack's forum thread, then read that thread to see whether problems have been reported. Many old packs have been forgotten and do not have a forum thread here.
  9. Maybe "strapping this into" is a typo, too. Strapping several X-15's *onto* the side of Titan or Saturn could be recoverable flyback boosters Someone will create worse horrors with into and onto in the same launch.
  10. The Atlas 1/2 stage skirt (I forget the exact part name) allows radial attachment. I've put small SRBs on it to increase liftoff TWR. You can "abuse" that by putting decouplers and huge SRBs on the skirt, followed by offsetting to move the decouplers higher on the rocket. Hold shift key while offsetting to increase the maximum allowed distance. It will look like the decouplers are connected to the tank but they are really on the skirt.
  11. @Tecorian SimpleRepaint doesn't do metallic colors or other custom textures. Its strength is in supporting almost every parts mod. Note that if you don't like its default palette (some colors are too intense for my tastes) you can edit the cfg or put additional MM patches into your own file. The thread I linked mentions how to do that.
  12. Note that Prakasa parts are generally compatible with SimpleRepaint. You can use that to recolor a vessel made from a mix of sort-of-white parts into a brand new color.
  13. I see a "gamedata" inside the gamedata folder you shared. That's a frequent cause of KSP glitches. I don't think it's ever good to have gamedata/gamedata. If mod folders are inside that nested folder manually move them out or reinstall the mods. Delete the 2nd gamedata after dealing with whatever is inside. Your screen is definitely weird. I've never seen zero velocity and zero altitude while in orbit. Maybe it's never happened to me, or maybe it was followed by a complete crash before I noticed it. Your modlist is quite different from mine. If the nested gamedata's don't resolve the problem I would look at DarkMultiPlayer; I have zero experience with that but it's arguably your most impactful mod in the way it changes gameplay.
  14. Fiber bricks made from coconut or peat. Primary use for gardening.
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