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crimsonknight3
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Spacecraft Engineer
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I'm currently making a patch for resources for insterstellar - kethane and MKS (and any other mods I perhaps have installed and can't remember). If it's okay and they work fine, want me to upload them? [Edit] I won't be making tanks for the radioactive substances, nor for the substances that require cooling systems. I don't know how to balance out the boil off and other cfg options to make asteroid cooling seem more likely. I will do the others though. Also a question. I've already done the kethane tank but I wanted to ask, on the info screen liquid fuel and oxidizer have their name then a value in blue on the left hand info screen, whereas my kethane tank doesn't... Still the expanded info is there. Is it still going to work without that blue value on the left? I dont have time to test tonight. [Edit 2] I've done Ammonia, Argon, Water & liquid methane and they all have blue values, it's only Kethane that doesn't.. Strange. Anyway I'll wait to see if I am allowed to upload them, and also I'll wait for your word on whether you would like for me to do the MKS one's aswell. I'm terrible with modelling but I was considering editing the colouring of the kethane tank but I'll do that tomorrow. Going to watch 47 ronin tonight.
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This definately has my thumbs up!!!! :D :D
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Wondering about a current ION engine?
crimsonknight3 replied to crimsonknight3's topic in KSP1 Mods Discussions
I love the look of the near future propulsion. Just finding out if their generators are compatible with KSPI, if so I may not use the near future ones and just keep the KSPI ones . Thanks for the help -
Going back to my last question about the wireless transfer, do modules that are producing items automatically send them to the large supply tank and then modules that need said items automatically take them from said tank? I am just trying to get this automatic transfer down to a T before attempting to make a manned base in career mode lol
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Just downloaded to test it out after testing a bug for another mod, just wondering, have you totally changed your file structure? I just downloaded the current dropbox version to compare to the github version and the structures are a LOT more organised on github!! haha, also probably a good idea to tell everyone to deleted their old umbra folder before installation if it has all changed
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I am wondering if anyone knows of any ION engines that would merge well with this KSPI. The only mod that adds an ion engine that I have found is from ksp .22 and it works only with .cfg edits however I am trying to find an ion engine that can compliment KSPI as a slow efficient means of propulsion, which also is balanced and aesthetically pleasing. the .22 ones are pretty plain and don't suit the KSPI feel
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I am wondering if anyone knows of any ION engines that would merge well with this mod. The only mod that adds an ion engine that I have found is from ksp .22 and it works only with .cfg edits however I am trying to find an ion engine that can compliment KSPI as a slow efficient means of propulsion, which also is balanced and aesthetically pleasing. the .22 ones are pretty plain and don't suit the KSPI feel
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[1.2] Procedural Fairings 3.20 (November 8)
crimsonknight3 replied to e-dog's topic in KSP1 Mod Releases
Is anyone having a bug using procedural fairing at the moment? Using 23.5 and I have a lot of mods installed but at least in repeating the bug i've narrowed it down to procedural fairings. When launching a ship, my camera always moves to the centre of mass, so during launch the camera should stay at com however when I've used a procedural fairing, my camera slowly nudges down lower and lower along the craft as its accelerating though the atmosphere until it's at the point where I completely loose the ship and can no longer see it, so I try and go to space centre and back to the vessel which fixes it, however if I try eva-ing on a craft after this issue has happened, even after switching to the space centre and back again, the kerbal just totally disappears and the screen goes black, and I can't exit, so I ctrl alt delete quit ksp relaunch but the kerbal isn't on the vessel nor on the map, though once I did get "Jebediah debris" which was really weird.... As I said, I have a lot of mods but when I try the exact same craft minus the proc fairing, it works fine. I am also using the additional different textured fairings if that helps (Not sure what they are named, I generally download all my mods in one go and I end up with a lot of rars and they arent all named such that I can easily find the right one. Thanks for your thoughts. -
I have a question about this? How is this possible? I mean in my testing at ksc NO resources are transferred between each module even if for example food has ran out, tried this having the modules connected with kas and with docking ports. The only way I have managed to set up this automatic transferring is using the tac fuel balancer mod, I tell it to move for example food OUT of a supply module, and "balance" between any module that needs foods and it ignores the rest. How do I set up this automatic transfer? I should also ask what is the benefits of connecting modules if resrouces can be transfered within 100m anyway? The Link on KAS is shorter than that, and docking is more of a pain, so is there even a benefit to linking your entire base up? [edit] Or is the wiki out of date? lol