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cttw

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Everything posted by cttw

  1. Im having trouble with this mod. Most times it doesn't work. I am in the VAB with the actions set in the config, and the actions showing green in the list, but when I go to launch they are gone. No actions are available, but they can be reconfigured after launch, by doing exactly what I did in the VAB, and then they will work.
  2. Hi, lovely mod. When a mission requires a station to be built that supports 5 Kerbals, do I need to hire 5 astronauts and put them there or does it only need the habitable spaces for 5? Thanks!
  3. The latest dev build of mechjeb fixes the delta-v display issue. Build 236.
  4. It flies with SAS only. Mechjeb is just to navigate in space and the firespitter airbrakes gives it a shorter landing and help slow down before the ground in Duna.
  5. One more thing, I agree with ahappydude, you are being too hard on yourself, what you have already done is amazing work and of course it is an ongoing learning process. KSP itself is alpha.
  6. This ship was my first attempt with your new parts. I know it's not much of a looker but it had a cargo bay at the back which was my design goal. Now that the lag was mentioned, I too notice it and I think it is a big part of what makes flying these parts difficult. All my designs had a cargo bay, so I never even made the connection. Anyway, here's the ship:
  7. Well with this mod I tried to make an antimatter powered fuel-less space plane with room to later carry a rover. It was a straight design, cockpit, 2x 2meter cube sections, and a cargo bay at the rear. It had an engine stack on each side, and a simple low speed wing design (I gave up on supersonic design) and a light tail. Taking off and just turning around the space center was awkward and unstable, but I guess that could have been my lacking plane design. However I have build dozens of antimatter spaceplanes which work very well, both based on single and double engine stacks. Before adding the engine stacks, I already had like 20 tons of structure, for what looked like a couple aluminium cube frames. and floor/window bits. Never loaded a rover. The engine stack is a bit large, but didn't cause me trouble before. It's intake, precooler, am tank, electric generator, am reactor, turbojet (interstellar) and a vacuumplasma thurster to the side.
  8. Hi, thank you for your replies. Getting the parts in orbit is no problem, of course, but getting them anywhere with an interesting dV is a different thing. Maybe you see these as space station parts, but I see them as spaceship and plane parts. I understand they might not work well with planes, and that was also a reason I would like them lighter. But even so for space travel, dV suffers a lot. As for the cockpit MFDs, I feel they are missing because your mod (together with the first person cam mod, I need to find that again) it awesome for role-playing. It doubles the joy of KSP for me.
  9. I agree with some of your points, Dr. Death. - The cockpit needs more mfds - The parts are too heavy. I'd make them about 1/3 as heavy, considering you need so many of them to get even the simplest enclosed space. - The parts do not work well with FAR, but I have no idea what the cause is. A classic simple low speed plane flies like a borg cube. - Magnetic shoes would be awesome if they can be made
  10. ... still works for me. Linux 64.
  11. Please be mindful of capitalization of filenames. Windows is not case sensitive and this introduces the terrible habit of not thinking in case-sensitive. For the experimental version released by WaveFunctionP I had to rename and merge a lot of folders. The actual contents of the files were spread over paths such as gamedata and GameData, fueltank and Fueltank and their numerous combinations, and as it is, it wont even start on Linux with an enormous number of error message. Extracting the files, recreating the folder structure and mergeing every single folder of the mod's structure makes it work. The correct capitalization appears to be CamelCase for the folder names, and the filenames dont seem to require fixing. I would not mind sharing my archive of the correctly renamed mod files, but I fear what must be fixed is whatever procedure you guys use to produce the mod, on which you must enforce capitalization discipline.
  12. Im just here to say that I had my first ascent with this mod and my jaw was on the floor.
  13. Fractal_UK has shown a fix for that over 100 thread pages ago, but it has not been released yet.
  14. What about all the Bothans that died to bring us this design?
  15. Hi Fractal_UK, awesome mod! Would you mind releasing the fix you described in this post: http://forum.kerbalspaceprogram.com/threads/43839-0-23-KSP-Interstellar-%28Thermal-Helper-Solar-Sail-Impactors-Fusion%29-Version-0-10-3?p=956725&viewfull=1#post956725
  16. I get a single similar error: > cat KSP.log |grep -i exception [EXC 23:47:00.858] UnityException: Texture 'AlternisKerbol/Textures/newlaythe_nrm' is not readable, the texture memory can not be accessed from scripts. You can make the texture readable in the Texture Import Settings. > ls GameData/AlternisKerbol/Textures/newlaythe_nrm.tga GameData/AlternisKerbol/Textures/newlaythe_nrm.tga So the file is present but not readable??? I own it and have permissions. Or is it missing the extension in the mod config somehow?
  17. Also it seems running it from the KSP_linux folder does not work for me or I am doing something subtly wrong. I start KSP with this script #!/bin/bash cd /home/username/games/KSP/23/KSP_linux/ ./KSP.x86_64 cd -
  18. Hi, I am trying to use this mod and I am not sure what I am doing wrong but it changes nothing. I put the right folder in gamedata, I see the menu on startup and enable the mod and click apply, but then I start a new game, and the map view and tracking station views show the same old kerbal system. No errors are displayed.
  19. Hi, I love this mod and it is the basis of my own little space program. The only thing I would change would be to make the kethane deposits on moons and planets hold about 100x to 1000x as much kethane. There are patches that won't even fill one of the larger kethane tanks! Even the larger patches can't take more than a dozen landings from my refueling/digging ship before they are empty. Is there a file in the mod where I could make a change like this for myself, even if you don't change the mod? I was building a moon base on a bright green patch of kethane and it ran out before the base was assembled. Even if I had been more efficient, the kethane would have been largely gone by the time the base is set up, making it sort of pointless.
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