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Synthesis

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Everything posted by Synthesis

  1. Any chance you'd mind sharing that, if it's not too much trouble? I know how to do the changes to the CFG files, I'm just afraid of being clumsy.
  2. Once again, exemplary work, Bobcat.
  3. You may wish to consider reducing the multiplier (some have suggested it's more than a bit unrealistic, since on a plausible reenty angle, you can heat hotter than the surface of the sun). I believe you can bring that up with 'Alt+D', and change it, but you'll have to do so each time.
  4. Just fooling around, I was able to easily tag some of the CFG parts--unfortunately, not all the CFG files are ordered the same way, so it'll probably take some sorting out. I hope Winston DOES resurface and update the pack.
  5. Definitely, looking forward to the 0.20 update as well.
  6. Hey, does anyone know why you can't put the KW files in the Gamedata folder, with other mods? It's very useful for organization purposes, kind of a shame that you can't. No kidding--KW was my preferred fairing/engine/tank set (especially since Kosmo's Angara hasn't returned yet), and I never even thought about the weight of fairings. I guess the pack is just so flexible it's easy to ignore.
  7. Is the memory leak problem still an issue? Or has optimization in 0.20 helped reduce the effects?
  8. That's interesting--separation is annoying with stock decouplers--but do you get frequently crashes on deploying a rocket?
  9. To return to my earlier point, it's surprising that KW's considerable memory use only became an issue (for me anyway) after 0.18. Sad it doesn't look like we'll be seeing an update to the pack, as far as I know.
  10. No kidding, I'd heard such things, but I'd dismissed them since I'd never had problems with K&W Crashing in 0.18, and my actual mod usage hasn't increased since then. That would explain though.
  11. I know that, but that version is the crash-prone one. The actual KW thread has vanished, or hasn't existed since the forum went down.
  12. Sorry about the thread resurrection, but does anyone know what's happening with the KW pack? There's no thread for it, and a lot of parts have started causing crashes at launch (not every time, but frequently).
  13. Looking good so far! Since K&W has gone silent I've been grateful for whatever slick-looking engine packs I can find, and this definitely counts.
  14. Yeah, that's what I thought. I've got K&W in the meantime, but I do miss the Angara tanks and engines.
  15. Finally, a wider variety of nuclear engines! I've been waiting ages for this...nice work.
  16. I see...so I'd have to change the cfg files of each item that is using MechJeb to use MechJeb2. I imagine a lot of the mods will update themselves in time anyway. Thanks for clearing that up.
  17. Quick question--I'm undergoing the MechJebv2 crash course, and was wondering--would it be possible to replace MechJeb with MechJeb2? That way I don't have to go through and manually change all my parts to have MechJeb2 equipped. Would that just involve renaming MechJeb2.dll to MechJebLib.dll? (I know I could attach a MechJeb2 device to everything as well, just wondering if that would work.)
  18. Another vote for Angara tanks (somewhat straightforward I think) and the associated engines (harder). We've already got the nuclear engine, but I do miss the stylized Kosmos tanks for them.
  19. I hope making them more fuel efficient myself--I might just be bad at this, but for the great stability, I always seem to not have enough delta v to get an orbit with a large payload. They've got plenty of power--at least, the conventional ones do--but that comes to an abrupt end too early!
  20. Maybe someone could offer some advice: when properly strut'd to the fuel tanks, the rocket engines provide great stability--but their performance seems rather weak for putting up higher payloads, even with +4 assistance liquid engines! For example, putting a medium or larger KTVK fuel tank along with the nuclear engine into even low orbit seems impossible! Is there a very specific engine arrangement you need to use for the first two stages (4+1 fuel tanks) or am I just a really bad pilot? Or is it something to do with having 4 of those engines without thrust vectoring and only one with?
  21. That's weird...the KVTK rockets appear correctly for me. I just discovered the proper booster decouplers--wow, boosters went from impossible to incredibly useful!
  22. Yeah, it's a shame that two of the retro engines are still firing, but otherwise, the VA seems to work exactly as intended.
  23. Finally, the return of some of the greatest engines available in KSP!
  24. 77% fewer polygons, eh? Well, it still looks good, so I guess that's fine. Never had any performance troubles with the old pack myself.
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