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123nick

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Everything posted by 123nick

  1. heh, funny. arent tank-butts when the diameter of the tank angles downward to the diameter of the mounting plate of the rocket engine? or am i thinking of something else?
  2. why is it that, with realchutes (non lite) installed, the MM patch that makes all parachutes not already patched for Realchutes into realchutes, appears to stop working. like, a parachute that would once automatically get patched into being a realchute, when the actuall, full realchute mod installed, wouldnt get patched anymore. any idea why?
  3. Guys, you just passed 4000 (4000!) replys to this post, apparently. good job, love this mod
  4. heh, sorry. maybe im just bitter over the billions of mods recreating mercury/gemini/soyuz/ whatever else exist historically relevant. but thats just me edit: nice engine, looks cool. maybe you can have something like the cryogenic engine mod, which has mesh switch for the structural engine mount.
  5. if you want 64 bit, try dualbooting linux, because with ETAs for updates like 1.1 being unclear, like most updates for KSP, i think that just dualbooting linux with whatever your running now, and installing ksp on linux is a more worthwhile investment then waiting for 1.1 to come. But to avoid being completely offtopic, does this modify Eeloo in any way? a mod, infact 2 other planet packs, both move eeloo, and im planning on getting one of them (already have the other) but they might conflict because both move eeloo.
  6. great, but... OPM already moves eello, so how will this be compatible? infact, i think a couple of planet mods move eeloo, maybe even new horizons
  7. just dualboot linux, it may be a bit more complicated then hacking 64bit windows, but its worth it when ksp 64bit windows eventually break downs and NRE starts to spam your debug log.
  8. Why is it that when realchute is installed, with FAR, all parachutes that would usually be MM patched (i assume) into realchutes, because FAR comes packaged with realchute lite, but with Realchute (not lite) installed, the parts without realchute configs no longer get patched to be realchutes. any help? ex: the big radial parachutes, from the lithobraking exploration mod, i assume, or maybe it was the spaceY mod, with only FAR installed, the parachutes become realchutes, but with FAR AND realchute, they turn back into normal, stock parachutes.
  9. is this compatible with FAR? and/or dangerous re-entry? or even realchutes too?
  10. modding ksp on linux, with great 64 bit gameplay :D

  11. i dont think the hermes/mercury ripoff thing or whatever science part , the goo part, doesent have RT support yet. also, love these parts
  12. would this work with not spaceX rockets?
  13. im playing with some mods, but i dont know which contract/ contract pack adds in the bug test #407 contract, it gives 150K science for going 5m/s over land, and i dont know what adds it. anybody know?
  14. would this: @PART:FINAL [*]:HAS[@MODULE[ModuleLiftingSurface]]:FINAL { -MODULE[ModuleLiftingSurface],* { } } load after all other mods? or work?
  15. any way to make a config load after all other mods? i know how to make it load after a specific mod, according to documentation, but not all mods.
  16. would it be possible for someone to make a MM config that takes fuel-containing parts that dont have any MFT support, and that is applied after everything else is, that adds the sum of monopropellant, liquidfuel, oxidizer, and xenon, and makes that number the MFT volume of storage, so all parts are MFT compatible, but dont have 2 copys of MFT due to already having dedicated MFT support in the form of a patch already bundled with said mod? thanks in advance
  17. some of those mods add parts which u can get in career mode, so..... i guess that might count? and if anything, station science is a science mod which adds science parts for use in career mode, and interstellar has some science parts in it too, along with blue dogs parts, and i consider parts that add in science experiments as career related, atleast.
  18. no FAR? u should get FAR. and New horizons, trans keptunian, outer planets mod, and the saru planet pack. also, you should get MK2 and MK3 expansions, both made by same guy, and quiztech aerospace, made by someone, and respective FAR configs if available, Near Future everything, construction, solar, electrical, etc. B9, interstellar, convair nexus, but if you dont want any of those, try bluedogs parts, and all the mods that add science parts, like Dmagic, Station science, and...whatever else, but MFT is also really good, lets you choose what is in/stored in your fuel tanks, editor extensions, for basically infinite symetry, i think i ounce got x96 symetry, no offset limits, for building, deadly re-entry, realchutes, and maybe more.
  19. if you have the procedural fuel tanks mod, you can have tanks of ANY size, and of ANY shape, and with MFT, ANY fuel set-up.
  20. is there any pics of tel, mobe, and the other one i was having problems with? maybe im just not seeing them.
  21. but... JSI is the raptor prop monitor mod, and i think a couple of mods have it as a dependency. theres also, how a IVA mod can effect planets, but then again, what else would? maybe ill just update it, maybe that might help, but ill do it sooner or later.
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