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Everything posted by 123nick
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[1.3.1][Kopernicus] Uncharted Lands v0.5.4 [26Dec17]
123nick replied to KillAshley's topic in KSP1 Mod Releases
oh, so your using kittopia to modify each planet, indgame? or is the mod itself gonna change some kittopia variables or something to make slightly different planets, each time? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
123nick replied to ferram4's topic in KSP1 Mod Releases
you know, i think your right. i should probably just dualboot linux, run ksp 64bit on that, and then play ksp 64bit with all the cool mods.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
123nick replied to ferram4's topic in KSP1 Mod Releases
but you see, im using the ksp 64 unfixer, which makes all mods which disable themselves on 64-bit ksp to not disable themselves. it worked with FAR, and it worked when i flew a pre-built airplane. but when i tried building a new one, the center of lift didn't show up, i got arithmetic exceptions, and an out of index or array exception, or similar, and the calculate aoa button didn't work either.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
123nick replied to ferram4's topic in KSP1 Mod Releases
i know, but ive been hearing that in 1.0.4, theres not nearly as much unstabability with 64bit ksp, unlike in .90 and etc. maybe they could try it again? release a 64bit beta? idk.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
123nick replied to ferram4's topic in KSP1 Mod Releases
will there be support for x64? i heard that in 1.0.4, with the community hacked 64bit version, it actually works surprisingly well, just some far arithmetic errors in the log, and an out of index exception or something, im pretty sure i made a post about it before, here: http://forum.kerbalspaceprogram.com/threads/117224-Windows-64-bit-community-workaround?p=2176560#post2176560 i know u don't support 64 bit, but please, can anyone help me? thanks in advance- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
123nick replied to ferram4's topic in KSP1 Mod Releases
will anything bad happen if i uninstall far from my ksp, then run a save file where FAR was installed? would any MM patches get messed up, any files deleted, craft files not loading properly etc?- 14,073 replies
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using the win x64 unfixer, it makes far sorta work. mostly. except for the things in the error log, and along with that, the center of lift thing doesent show up. however, when i loaded a previously built far airplane, it flew just fine, with elevons and control surfaces working just fine. even worked with KAS too, but i doubt that has to do with anything.
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hey, it works, but, for some reason, additional tabs showing up in the editors are not showing up. so with IR robotics, the IR robotics tab isnt showing up. edit: fixed that, using the unfixer, go figure, but now i have a problem: whenever i place a wing, and im using far, there is arithmetic exceptions in the error log, and an argument out o range exception: paramater name; index.
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have a link to a download of module manager patch?
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would it be possible to have a module manager config, that adds in a intake for intake atmosphere, with every standard intake, with the same settings as the original air intake, but with intake atmosphere? that way, we could have better intakes for, say, the rontgen thruster from the mk2 expansion.
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i think you should continue this one, i like the premise so far.
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Advanced Aircraft, Building Techniques And Help
123nick replied to V8jester's topic in KSP Fan Works
wait, do you use mods with ksp 64bit? as to get by the constant lack of RAM crashing? how?- 214 replies
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thanks! although for now i have to uninstall MK3 hypersonic parts, ill re install them by the next update.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
123nick replied to sirkut's topic in KSP1 Mod Releases
i have a bug with this and the nuclear power mod from nertea, what happens is that , when i extend the radiators, the thermal control system(medium) on the flat 3.75m reactor, 4 parts over heat, 2 z400 batterys attatched via offset adaptotron to a vessel, and 2 solar 1x2 trusses. its only these parts, and i cant for the life of me find out whats causing it. extending 1 radiator, its alright. but a bit after i extend them all, they all combust, at the same time. i have IR robotics updated to latest version FAR aerospace to haack version, and im using IR rework parts. accidentally posted this on the WIP IR rework thread too -
has anyone ever had the problem of wanting to store a certain resource in a certain tank, but couldnt? like, why cant we use MFT to store, say, enriched uranium, along with liquid fuel, oxidizer, and monopropellant, along with an empty ore tank for a super small single tank nuclear powered mining craft?instead of having to use a bunch of different sized tanks, you could just use one. infact, combine this with procedural fuel tanks, along with very thin mk2 fuselage, mk3 fuselage, mk4 fuselage(the modded kind) LLL1x1 and 2x1 parts, and maybe a couple more abstract fuselage types, and we would be able to store whatever we want,wherever we want. who thinks this may be a good idea, that, really, shouldnt take too much work to do.
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hey will there be FAR support? as of now, with 'haack' version of FAR, some of the parts have lifting surface, which i dont think is supposed to exist due to FAR's aerodynamics overhaul obsoleting it, and making it highly un-suitable for use with FAR.
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i have a bug with this and the nuclear power mod from nertea, what happens is that , when i extend the radiators, the thermal control system(medium) on the flat 3.75m reactor, 4 parts over heat, 2 z400 batterys attatched via offset adaptotron to a vessel, and 2 solar 1x2 trusses. its only these parts, and i cant for the life of me find out whats causing it. extending 1 radiator, its alright. but a bit after i extend them all, they all combust, at the same time. i have IR robotics updated to latest version FAR aerospace to haack version, and im using IR rework parts.
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im pretty sure its a problem that occurs, even with RT installed correctly. i have a 60gm antenna, i think, regardless, its status on direct connection with mission control is ok, and yet when i try to transfer orbital data, it simply doesent work. everything should work, i have a data connection, etc. any idea?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
123nick replied to BahamutoD's topic in KSP1 Mod Development
is it possible to change the bullet damage system? maybe have it so the heat applied is deducted or made less by impact tolerance? and, to keep things more specialized as armored, and weak things weak against bullets, a system where parts with above average impact tolerance has there tolerance boosted, and those with below average will have theirs weakened. -
isnt importing craft files easy enough? like, its just drag and drop a .craft file? unless this will let you do it, without having to go the main menu and back again.
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it seems that , if you use kerbal foundry wheels, and invert 2 of them on the right side, and disable the torque ratio to zero (basically turning them off), it works fine. infact, the ir rotors, combined with the kerbal foundrys inbuilt suspension seems to provide an amazingly smooth ride, even with a high center of mass.
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has anyone ever tried to put wheels on IR rotors? i have them setup like this in the vab: and deployed, they look like this: yet they seem to get hitched easily when they shouldnt, like the vessel is stuck on something. when i made a vessel with wings that folded out, when yawing, one elevator went up, and the other down. is it just me, or do wierd things hapen when combing IR and wheels, and wings?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
123nick replied to BahamutoD's topic in KSP1 Mod Development
how do you use the cruise missiles? every time i tried to use them, they just act like dumb missiles, not locking onto target or anything. i have a gps targeter thing, for ground locks, and a inline radome, with boresight on target, and i right click and fire cruise missile, yet, no locking or anything. -
player name? is that like, the name of the save folder in the ksp folder?
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Electric air engines not functional.
123nick replied to 123nick's topic in KSP1 Technical Support (PC, modded installs)
much thanks, will be back to see if it works.