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Bogusheadbox

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Everything posted by Bogusheadbox

  1. Looking to upgrade and start my career again in .25. But in the shop I notice it saying x64 version is unstable and 32 bit should be used unless there is a specific need for x64 I have higher end computer so I am not worried about performance, but would like some clarification how unstable x64 version is. Or should I stick with the advice and download 32 bit. Thanks in advance.
  2. Fantastic, using it loads. A small improvement would be a minimise button, but other than that, great thanks.
  3. Yeah i found that out with the old deployable solar panels. They are so fragine that dropping out of max warp destroys them quickly. Not had my ship explode from max warp yet though
  4. Any heads up if this will work with 0.17 as is, i really want deep space missions with zoxygene maintenance. Its a great mod.
  5. Any heads up if this will work with 0.17 as is, i really want deep space missions with zoxygene maintenance. Its a great mod.
  6. Hi there. Thank you so much for your reply. As for the "L" button, i found that out by looking at your pictures linked on the first page. It says on there that "L" deploys the drills.... sorry for being a dummy and looking in the wrong spot. For the Animated z02 panels, I will check out the CFG and try to change it out. As you can tell, i am not too savvy with this kind of stuff (it must be my old age) but i will give it a go, thanks. As for the drills after pressing "v", well they seemed to deploy, but there was no light animations going on, so i can only assume they were too high. I will try to reposition them and give them a go. Looking forward to your updates. Many thanks for replying. [edit] One more questions and i think this has been brought up before. I have built a craft and its purpose is to drop the habitat module (mod) with solar panels and drills on the mun and a return vehicle attached to the top of this to take the single pilot back to kerbin leaving a "base" running Z02 on the mun. The problem i am having is when i seperate the last stage, my kerbal instantly dies as the z02 main module is left behind on the "base" and the return vehicle is seperated from the z02 main module. Is there any way around this? - i could just put a mechjeb pilotless module on there instead i suppose. Regards, Bogus.
  7. Also, i have been trying to figure it out (the main page does not seem to say). Are the z02 solar panels capable of anything ? I have done a few tests and whilst they deploy and track the sun and show some level of Z02 working in the staging bar on the left of the screen. They appear in reality to have no effect in game whatsoever. With the z02 panels retracted, depleted z02 is replenshied purely by the batteries which in turn are replenished by the EPS solar panels. Am i missing something? (a manual for this would be great as info passed about the many pages seem to be incorrect or out of date - making this not a pick up and play mod). Regards, Bogus.
  8. Ahh thank you, V did the trick. Now moving onto my next silly question. I see the drills deploy using "v", but drilling seems to not take place. The heads of the drills appear to touch the surface of the Mun. Can it be that my drills are not penetrating deep enough or have i missed another simple and obvious thing ?
  9. Thanks for the Mod, Just trying out and i can't seem to deploy the laser drills. Have i missed something? I notice on your pictures page it says that "L" should deploy them, but it doesn't seem to work for me. Any help appreciated, Regards, Bogus.
  10. i am not worried about trying to be the first to any planet, i will simply go to whichever planet (or moon) i get captured by from my poorly planned transfer burn.
  11. well, there is also re-entry heat to be added. that in itself is a game changer, also there is the question... "how far are they going to take and what is the plans for IVA's ?"
  12. Well for the asteroid belt, i wonder what the density / average distance between asteriod will be. Will be cool to do an EVA hop from rock to rock
  13. I don\' think this topic is silly at all. In fact if you boil it down to the right facts, its a very useful discussuion Orbiter for me is a great tool to use maths and science to complete space missions. Its a very hard game and too indepth to pick up and play as a casual gaming experience. KSP on the other hand has exactly the same orbital mechanics (in a fictional system) but is easy to pick up and highly intuitive. You don\'t have to crunch physics theories,nor bash a calculator, everything you need is displayed simply enabling this to be picked up and played by inexperienced people on a casual basis. Orbiter, I want my missions to run perfect and get enjoyment after hours playing and getting somewhere near my goal KSP, I get the same enjoyment completing a mission as I do with a catastophic outcome. With the game feel of KSP, I am not so pressured into that perfect flight Orbiter, is best for me when I want to recreate a semi realsitic mission based on our cultures past ort future events KSP, is best when I want fictional environment with real world physics And same orbital mechanics ---------------------- KSP allows me to construct my own designs easily. I can\'t do that in orbitet KSP has a wonderful level of terain detail in comparison to the flat surfaces of orbiter So to sum it all up. KSP is better for those not knowing a lot about space mechanics and its easiier to install, learn and play than orbiter whilst you still get realistc orbital mechanics. Orbiter is better for those wanting an experience based on real world simulated solarsystem with more detailed ship systems based on todays technology.
  14. Well, new to the kerbal universe and doing my best to kill off the kerbal population. But before i do.... May i extend a very big thank you for the work you have done. I am enjoying what it adds to the game. Bogus
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