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forsaken1111

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Everything posted by forsaken1111

  1. Seems interesting if you can work out the issues. I'll give it a try.
  2. You don't put the PART on your rocket, you add the module from the config file to the command pods' config file.
  3. Heh, not my thread. He deleted his original post which was what I was asking about.
  4. You should be able to figure it out looking at the cfg file for the mechjeb part. You'll see a module which is called like mechjebcore, just copy that section. I'm not at the computer with KSP right now, when I am I'll give you a better description.
  5. IMHO the easiest way is to add the mechjeb core module to all of the command pod parts. It works with no modifications to the server.
  6. Do these engines detect and thrust through the vessel CoM like the real shuttle?
  7. Alternately just add the mechjebcore module to all of your command pods and you don't need to include the part at all, or make any modifications!
  8. Isn't the entire point of KSP to do amazing things with ridiculously badly designed vessels? Maybe I'm doing it wrong.
  9. Couldn't you just include detachable ballast? Once you've dropped the payload, drop the ballast.
  10. Man that mod is definetly magic. You can do 25x symmetry and set the grid snap by DEGREES. And you can toggle parts that are not normally radially attachable to be so. Its great.
  11. Well I did it with the Editor Extensions mod but apparently it doesn't work.
  12. Now I am sad. Though interested to hear you can now radially attach them by default!
  13. I'm not too worried about efficiency so long as it works with radial generators. There are plenty of times when I want a large nuke or AM generator for the larger thrust in the thermal rocket but only need a very small amount of power generation, so attaching a single small generator radially would work well. Of course you need to use something like the editor extensions mod to do this since normally they cannot radially attach.
  14. Good to know! I wonder how it would work if I radially attached 4 small generators to one large reactor.
  15. If true, thats neat if not particularly useful since once you burn through the stored thermal power it will drop back to normal and the extra generator is dead weight. Maybe that was a result of his rewritten resource system in the last update. When I tested it, it would only recognize one reactor and one thermal rocket.
  16. Last time I tested this it did NOT work. Have you actually tested any of this or are you just talking about how you believe it should work?
  17. I guess they'll have to wait if a 3 minute cut and paste job is too complicated. Though honestly if you can't even cut and paste some text I wonder how you can perform any simple task in life.
  18. You can't attach two generators to a reactor iirc. ONE generator and/or ONE nozzle per reactor. As for a rocket worth flying, what do you mean? Nuclear reactors aren't really intended as launch solutions but are very good for long duration flights since the reactor can last for literally years, longer still if you include a science lab to reprocess the fuel.
  19. I wasn't attacking NP and this wouldn't be the appropriate place to do so anyway, I was just asking if KW worked better thematically and balance wise with this mod. NP is interesting but its a bit too scattered for me as it was a merging of two different parts packs plus whatever else they threw in.
  20. Just a note: While it may not mess with this mod, some mods require a certain directory structure to work. KSP Interstellar gets all messed up if you install it wrong, for example.
  21. Yeah, NP had no central style. I'm okay with engines that are a bit out of line with stock but NP was too much. At least KSPI has some requirements for its engines to work and they're very high on the tech tree. Gonna try KW out tonight.
  22. Is KWR better balanced with this mod than Novapunch? I tried adding Novapunch but there were a lot of either overpowered or really useless stuff in there.
  23. It works out well with career mode as well. I've been having a blast.
  24. After undocking the experiment module I did swap back to KSP tracking station and then reload the vessel. Could that have caused it?
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