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Tfin

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Everything posted by Tfin

  1. Well then I guess I can finally get back to rescuing my mun lander then.
  2. So, I watched Scott Manley doing one of the new missions this morning. Are maneuver nodes actually broken in 1.4.3, or what?
  3. I do hope so. I guess it's still early in the day, so I'll check back this evening.
  4. Good. I guess I'll leave everyone in orbit of or enroute to the Mun for another week so I don't need to bat down all those contract completions over and over.
  5. That... isn't really a thing you can call "honesty." It says they are NOT putting it aside indefinitely, when what they then say they are doing is exactly the definition of putting it aside indefinitely.
  6. I fix that by using RealChute. Deploy on staging, but with a delay so the staged part(s) get clear.
  7. Woo! Thanks for this and CW+ (and a few others that were already done)!
  8. All of which is just working around the broken gear. I've been able to land using the early landing gear by tweakscaling them to 150%, but the impact they can handle is nowhere near what the stats on them in the hangar indicate. A minor bump blows them up as I'm trying to drive science experiments around KSC. I'm afraid to send anyone to the Minmus ground survey contract sites I have since there have been reports that legs are affected too.
  9. As far as I know, if you're not using ModuleManager, you're disabling huge chunks of nearly every mod you have.
  10. This just forced a launch abort. I have a communications network to build, and can't go to space like this. Reverting.
  11. There is always someone who is going to ask, whether the answer is the first line of the first post or the entirety of the last post.
  12. When IFS updated today, CKAN refused to update, claiming it had been installed via some other method (it had not). I removed the folder manually and it updated, but I've lost some fuel tanks that had been in the IFS folder (inside a Parts\InterstellarGasTank folder?) Did these come from somewhere other than this mod? Edit: Ah, found them. KSPI-E did it. Uninstall, reinstall, wait to see if it breaks again next update.
  13. Right now I'm entirely unable to land a plane (on land) without something exploding. Being at the beginning of a career, there's only one option that has brakes at all, and only one that has steering. Alignment hasn't been an issue since I found absolute rotation. None of those affects my landing at all, because the wheels are exploding before they do any more than touch the ground. I currently get back to the runway by landing in water and driving out at about 4 m/s. At 11 m/s, I get explosions when I touch the shore.
  14. I like the fuel switching of Real Fuels, but I don't want the vapor lock and evaporating fuels that come with that. Modular Fuel Tanks is similar, but neither it nor IFS include the switching of capsule/cockpit fuels, nor do they feature electric charge as a fuel (though the charge volume seems way off with RF, replacing the monoprop in the MK1 with 50K charge). Without that, I guess IFS is the one I like most. I'm not ready to open up config files and create those features.
  15. This, with the preceding several posts, approaches the realm of requiring a probe programming mod. I like RT, but this is getting to where it's too involved for me.
  16. Yes, I really like both the models and interface used by this mod, but I'm pushing ahead with stock wheels until something is done. Even a small plane is unmanageable at present if you don't tweak the part settings just right. Hoping 1.1.3 comes out quickly and helps this once Squad are back at work.
  17. I didn't need to restart Steam. Comparing the time of his post to the time of the announcement on Twitter, he may have just bin a tad early looking for it. It is there now... I'm 18 minutes from having it downloaded.
  18. You can't. They have a carefully selected group of testers for that phase, and entry into it is currently closed. You need to 1: prove yourself worthy (look for the old post seeking people, if it's still around, to find out what they look for), and 2: wait patiently until they need to replenish the ranks of testers. There will be an announcement in the forums if that ever happens.
  19. That's because there is none on KSP. You can always just move the directory and it will be just like a normal install. You shouldn't avoid updates for this pre-release, though, since the point of it is to hunt down the last game breaking issues, if any.
  20. That, but if you opt in, you'll get automatic updates, and the final 1.1 update will be automatic as well. What Steam lacks, actually, is a "never update this game unless I say so" option.
  21. I doubt they earn an hourly wage at all. These guys are kerbonauts 6 hours a day, 6.5 days a month as long as they're living at the KSC. Oh yeah, no weeks, the months are too short.
  22. Wait, it's supposed to say 19!? Maybe I'm just tired... but I was thinking that piece of orbit looked more like 9. That 19 was more than a third of 50, and you'd have an arc twice that.
  23. Purchased 2012 May 25. Had had it quite a while before that. I can't recall at this point if I made the purchase because the price was about to go up from the $15 it was at, or because the demo version was no longer going to be updated.
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