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123nick

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Everything posted by 123nick

  1. will this be compatible with FAR?like, will the aerodynamic shape of a vessel change with how its dented and such?
  2. hey, are the landing legs included as radially attached parts?
  3. ohhh organics. so, you have some module, i guess, to get organics out of mulch, what supplies turns into after a while. with a prarie greenhouse, can a base be fully self-sufficient.
  4. so no more 1.875 meter option on the tanks with adjustable diameters?
  5. ok, thanks. it wasnt too frequent, these crashes, so im just curious too why its happening. its rare enough and infrequent enough that i think i can just ignore it. yeah, thanks too .
  6. will linux also work with openGL to have even better RAM and mod support? im having occasional crashes even with linux 64 bit, like due to ram or something, i guess. will force openGL or whatever the command is allow me to have more RAM, or maybe stop ram based crashes?
  7. well, i think you for some parts with IFS u can just set it too have 0 fuel storage and then MFT just works, i think? idk. oh, and i meant more in general- how will this work with parts that already have MFT support given to it in some sort of MM patch, or similiar, or maybe given IFS support in a MM patch, because i wouldnt want the part having 2 MFT part modules on it, might cause some wierd interactions and whatnot.
  8. hi i dont think this mod is working for me. i have a spaceplane, with a probe mounted on a radial seperator , and the root part set too be the probe. when i decouple, the FMRS gui immediatly closes out, for no reason, and i have to re-enable it to get the gui. also, even though the root is the probe, the focused vessel still seems to be the spaceplane, even after seperation. any help?
  9. ever though of building something big, gigantic , unprecise, unmanueverable, sluggish, over-engineered, and general just the opposite of what you usually build ? i
  10. does this work with FAR? cause i have a vessel with 3889 or so kilonewtons of lift, and the vessel wieght is like, 9 or 5 tons? idk, but it should lift off on kerbin, right? and it aint.
  11. thought of adding MFT support? shouldnt be too hard, just have whatever total LF + oxidizer value for each possible tank, and have that be the MFT volume.
  12. but i thought my bahamutod dynamics animation module was up to date. and if u delete the bahamutod dynamics .cfg, will the rover skycrane work like any normal aniamting paart? the 255 polygons error seems to prevent right clicking on the part, so theres that.
  13. hey would a mod or some sort of MM config for all crew containing parts, or something similiar, allow it so that it can compare the number of kerbals stored in a part to the total space or volume of the part and then make a conclusion with calculations on the kerbal fit levels? it coul draw from a number of part attributes- impact tolerance, heat tolerance, number of other modules, what resources being stored, etc so that EVERY part that has crew has a determined activity level?
  14. ahh, so replace this over the MODEL text of the other nonworking .cfgs?
  15. thats from the retro-future mod? i thought some other mod had it updated, to 1.0.5. like, the karbonite mod has some airpropellers and etc in both karbonite and non-karbonite fueled versions of the UHB turbines. regardless, im here to ask about there being proper career mode integration? with costs n entry purchases, and other similiar stuff
  16. plan on adding MFT support? i asked on the MFT thread, they said they will "when the dust has settled" (dunno when or what exactly that is) so im thinking, maybe you can have some MFT support added?
  17. would the 1.0.2 update work 1.0.5 ? its only like, 3 versions behind.
  18. would it be possible to add overhangs in the form of collidable objects, like the mun arches?
  19. thanks, but one more thing. both this mod and kerbol origins changes the main menu picture, with a different gas giant from kerbol origins instead of the new horizions one. will they be compatible?
  20. hey how will this work with new horizons which also changes the main menu picture? edit: also, how will this work with other mods that change the orbit of kerbin, and other planets, like new horizons?
  21. though of adding in soft body physics, like shown here: https://www.youtube.com/watch?v=IZGdoAO_AUs or maybe removing the actual rope, so the baloon inflates where the part is, and just use some inbuilt KAS parts to give it a bendable, non-rigid rope?
  22. im sorry, i dont think i understand. i meant the models for the reactors, the small config part to let me use the working model as the model for the 2 other reactors.
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