

BigD145
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KSP2 Release Notes
Everything posted by BigD145
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You lose some of that as you get further from Kerbin. Using two of the Balka's from KOSMOS will get you 400+MW. You can build a 40ish part satellite and even that's probably too many parts. Has anyone else's claw not shown up in VAB career? I suspect treeloader. I think the claw has its own node "actuators". Treeloader is just a dll. Now what?
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
Asteroids are vehicles, not bodies. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Kinda sometimes broken on .23, so dropping this entirely until old problems are fixed, which it sounds like you've been working on. I look forward to .24. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
Oh Majiir. You so funny. @Kerbrud Steam updates have always been broken. It doesn't matter much how you set it. It's a HUGE reason I did not switch KSP to Steam. I mod way too much. -
Isn't the other stock decoupler a tad lighter?
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.24 will see a radically different RT2, supposedly. KAS also has OLD known issues with RT2 and disabling the RT2 dll does not fix it. Hopefully that is eventually fixed but until then, Diazo, you should take the reins and push for better code. People use mods that don't freeze their game.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
BigD145 replied to Normak's topic in KSP1 Mod Releases
This is what it should look like. I edited the 600 power, making it more inline with stock parts. That was my choice, so it won't look exactly like yours. The key is order of the two module sections. You'll see it when you open your own file. I may tone the panels back down to their inefficient self since two big balka's give 600MW in close proximity to the sun. I'm waiting to see the adjustments coming in .23.5. @Rassa I think there is a career cfg around somewhere that uses modulemanager. The edits are not that hard to integrate, mostly just time consuming. My own KOSMOS techtree cfg is only solar panels, so that wouldn't help you much. -
[0.90] Kerbin Shuttle Orbiter System v4.13
BigD145 replied to helldiver's topic in KSP1 Mod Releases
The more moving parts you have the more likely something will break. Humans are fairly cheap. Just pay them minimum wage when you train them and take out a life insurance policy on them. Kerbals are even cheaper. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
There's something you can delete to get a new random respawn on a body. -
Breaking compatibility happens. If it's for the better, just do it now.
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I'd love to see this work with the SelectRoot mod, which lets you make any part root on the fly. It sounds like anyone would probably have to set root and never change it before working over action groups.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
BigD145 replied to Normak's topic in KSP1 Mod Releases
So. I figured it had to be an issue with the order of the hub and panels in the cfg. I think I fixed it. Just swap the two modules on the big balka in the cfg. They both still track correctly. The module with 0 charge rate should be last instead of first. Just take the whole block from MODULE on down to the second }. You should end up with hundreds of thousands of charge at 300Mm from the sun instead of the tens of thousands or whatever from before. 100's of megawatts now. -
This will be quite handy in the future.
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BigD145 replied to Cilph's topic in KSP1 Mod Releases
The parts are still there and that's what matters. The craft won't disappear. But they (unmanned ones) probably won't work and certainly future craft won't work if you put the dll back. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
You don't need kethane to do that with 23.5. You don't need any mods to do that. I'm talking about something completely different.