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Everything posted by Snillum101
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Thanks for one amazing game I have literally hundreds of hours in!
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Woo the KSP 1.0 Hype is distracting me from stupid paid modding on steam! Bring on Monday!
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Snillum101 replied to Nereid's topic in KSP1 Mod Releases
My Kerbals don't seem to be accumulating mission time after 0.90. I just sent a Kerbal to the Mun and back and he still says 0 missions and 0 time spent in missions. He still got awarded all appropriate badges for the mission (eva, g-forces etc). Just no record of the mission having taken place... -
and you thought the unity glitches were bad in KSP?
Snillum101 replied to psyper's topic in The Lounge
To be honest I'm kind of glad their share price has fallen. Maybe they'll be more pro consumer in the future -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Snillum101 replied to ferram4's topic in KSP1 Mod Releases
Thanks for the advice everyone, I'll design some fresh planes with those points in mind and post some screenshots if it still is troublesome- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Snillum101 replied to ferram4's topic in KSP1 Mod Releases
Does anyone have any tips to prevent planes see-sawing? I've been using this guide and this guide to help me with my designs. Unfortunately most of the planes I make seem to see-saw like a rocking horse whenever I go near to the pitch controls. If I knew what caused it I would be able to design better planes in the future. Also thanks for the fantastic mod Ferram!- 14,073 replies
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I'm encountering a weird bug with some of the parts supplied by this mod. The orbital research scanner and ground/rover research scanner are appearing as textureless white meshes in-game (instead of being grey metallic) No other parts from the stock game or any mods are doing this, just MCE... I've had a check through the forum and can't find any reason for this. Any ideas? Edit: I've just checked back and its normal textured again... Weird. I guess it must be a memory issue or something. I'll consider uninstalling some mods (maybe)
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Fair enough, I've never flown a plane on a planet other than Kerbin so I've never had to experiment. The first and only time I had an encounter with Jools atmosphere it went badly for me... so many brave Kerbals dead
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Though without mods for storing intake air you'd only be able to use jets on Laythe and Kerbin.
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I guess if you wanted to go really hardcore you could require a probe to pass through a waypoint during entry into the atmosphere. Though it would probably be fairer to get them to land near to a waypoint on the ground.
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Right, that makes more sense. 35,000 is totally fine for a space plane with a rocket engine though you'd have probably only a few minuets of fuel to hit the waypoint. (I must admit space planes are not my forte and I suck at flying them) I personally would find it easier to have the waypoint at a lower altitude on jet capable worlds. Edit: what the people before me said
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I'm pretty sure that most jet planes would be unable to fly at that altitude. If you look at modern jet airliners then their ceiling is roughly 40,000 ft or 12,000 m so I'd suggest an easy contract being between 8 and 12 km with harder ones maybe going up to 20-25?
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Wow, that looks totally awesome. I'm impressed with the progress you've made on this in such a short time.
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You're losing it man, you need to up your game!
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The links for the engine packs are in the second post after the OP. (Had to correct myself there ) I'm using the stock-alike engine cfg and it all seems to work fine, though its not been updated since before 0.24 so certain things like the new engines may not work.
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Does this mod play nicely with the new/latest version of KW rocketry? Thinking of starting a hardcore playthrough and want to know if I should hold off KW until everything has settled down. Excellent work as always btw
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+1 to this! I think a good way to balance this with difficulty would be to make failure a possibility for 2 and 3 star missions but not for 1 star. That way players who maybe are struggling are able to take on contracts that they can complete but there is still a challenge for more experienced players.
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Great looking mod! Really excited to see where it goes. One idea/suggestion I had (and I'm just throwing this out here) was for multiple part contracts. For example in the last few years NASA gave SpaceX the contract to resupply the ISS. However the contract was for multiple launches and resupplies. Would it be possible to create that sort of mission? e.g. "Launch 3-5 satellites of set weights into specified orbits in the next 6 months." I just feel personally that contracts currently are leaning towards the NASA style of space program rather than the more commercial style of space program, it would be great to have more of a balance so you could choose the style of your play-through.
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Contract balance
Snillum101 replied to skyace65's topic in KSP1 Suggestions & Development Discussion
I've discovered that you don't always need to use the staging option to complete the contract. I had a contract to test a certain engine in orbit. I made a SSTO using that engine as my main one. Once I was at the correct orbit I was able to right click the engine and press "Test Part" or something like that. That completed the contract just fine. I never needed to stage with it. -
[1.2] Procedural Fairings 3.20 (November 8)
Snillum101 replied to e-dog's topic in KSP1 Mod Releases
The 3.00 update seems to break Procedural Parts for me, which is a shame because I was really looking forward to using the new thrust plate It seems to interfere with the mod somehow and I get similar issues to Prowler_x1. -
OK figured out that the RCS blocks aren't included in chestbursters engine configs which is why I was confused. Is there any way for me to get the RCS blocks to work with RF without using realism overhaul? Thanks.
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I'm having some issues making the RCS work. Its not a fuel flow issue as the thrusters are sitting directly on the tank (filled with a little of all the RCS fuels for testing). I think I may have missed something in the install because I cannot select what type of fuel my RCS blocks use. I downloaded the stock engine cfg file and everything else works fine. Is there a separate download for the RCS blocks? Thanks.
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I'm having problems with the inflatable heat shield. It always starts "inflated" on the launch pad. I've looked through the thread and can't seem to find anyone with the same issue. Am I missing something? Thanks.
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