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Tommygun

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Everything posted by Tommygun

  1. I'm having the exact same error on one of my installs. I had KSP Interstellar running in three different installs just fine. On one of the three installs I deleted some parts I wasn't using to save on memory. One of the parts was the science lab, but everything ran just fine. Later I decided to re-add those parts and I deleted the whole Warpplugin, HexCans and Treelaoder, then reinstalled them all. That is when the the freezing and crashing started when \WarpPlugin\Spaces\sci\internal\crewtestinternals shows up. I have re-downloaded the zip and deleted all the old files, then added them again, but the crashes still happen. The other two installs are working fine. Edit: I have this install heavily modded and close to the memory limit I'm sure, but I only tried to add back two parts the science lab and the Computer core.
  2. When lifting an object up off the ground vertically, is there a way to stop the wench at a certain height? I thought there used to be a stop button?
  3. I like that airbrake idea, never thought of that and it's not cheaty. Ferram is right though, the deign needs to be balanced. The drogue chute suggestion is really for more minor balance issues.
  4. It's a little cheaty, but I have edited a drogue chute in the past to keep my ship up right during reentry. Edit the part file for low minAirPressureToOpen and high deployAltitude with maybe 5 units of drag and a high maxtemp point. You might need to increase breakingForce and breakingTorque as well. I'm not certain if it will work with FAR though.
  5. That's a hard one then. The only thing I can think of is use one of those mods that allow you to remove fuel before take off. Then adjust fuel to the minimum for making orbit, so you will be lighter and then refuel in orbit.
  6. This is why we don't see female Kerbals in public.
  7. I put together a SSTO with two stock jets with RAMjet intakes and one aerospike. It worked quite well, I would just witch out the nuclear engine with the aerospike. Nuclear engines should really only be used for travel between planets.
  8. You mean all this time there could have been green stuff growing on Mars and we don't know because of the filter choices?
  9. Well it is fall in the northern hemisphere, could the vegitation just be mostly brown this time of year in those aeras? At least as seen from space.
  10. Only by editing your craft information in the persistant file, but that's tricky. Back up your persistant file if you try.
  11. That's cool. A bunch of mico satellites went up today a Minotaur rocket launched 29 micro satellites today too. How many where on the Dnepr rocket?
  12. Well I can't give any numbers, but one of the heavally mod installs I use would crash about every second or third luanch even without the Cloud Mod installed. Now with the extra Cloud Mod and new dil file installed it hasn't crashed at all so far even after about nine luanch attempts.
  13. Nuclear weapons may well be a threat to human existence, but that acting was a human rights violation.
  14. I played around with them today and the emissives are impressive. I like how you made the glow irregular across the surfaces. It looks much more real that way. How they look responding to vector control is nice too.
  15. I'm a terrible fixed wing pilot so I often like to name them Captain Crunch, Ground Hog, Terra Realferma, Aerodynamic Plow Horse, Impactor etc.....
  16. This sounds promising, we really need more ground frames and aircraft cockpits.
  17. Your best approach may be to just make a copy of the Ion engine part and rename it, then edit the part.cfg file to have a large amount of thrust with low electric power consumption. You might be able to remove the xenon gas requirement? I've never tried to remove fuel from an engine though, so I don't know how the game would react to it. If it won't allow it, then give the engine an isp of 90,000. Also remember to rename both the file folder and the part.cfg file.
  18. It's hard to tell with only one perspective on a 2D print, so CaptRobau could be right. Although when I look at the oxygen bottles at the top they appear to be drawn as if the ones in front are partly blocking the view of the ones lower down. You also see this perspective on several other areas on the print. This would suggest that they are mounted on the walls the cylindrical hull and that the middle may well be empty. The oxygen bottles at the very top could be on ether side of the hatch opening.
  19. Is the seismic charge something you fire like a ground penetrator from orbit or is it something you do on the ground?
  20. Logan, have you seen these alternate compatible SCANsat Antennaes? I think they might look better with the Eagles: http://forum.kerbalspaceprogram.com/threads/49233-WIP-Parts-from-my-garden-shed-SCANsat-Antennae
  21. I put together a small basic setup. It uses four science labs and two small nuclear reactors. It produces fine, but it is slow. I haven't had any issues yet with time warp. I have had some issue with KSP destroying solar panels during time warp inside an atmosphere, so I wouldn't trust the fold able heat sinks, just have enough of the inline heat sinks. I don't have a lot of uses for antimatter on the ground other than launching a new craft into orbit. Antimatter containment needs a lot of power, so transporting it up to orbit does become more challenging as you need a nuclear reactor on your transporter. So antimatter SSTO are not worth the trouble on Kerbin for me. I think it is more practical to assemble your craft in space and refuel it there. edit: I should state that I time warp at 10,000x for only 5 to 10 minutes at a time to keep the physic engine from breaking down. So I only produce small amounts. It could use larger reactors too.
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