BigD145
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KSP2 Release Notes
Everything posted by BigD145
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This is a very handy mod for all those other mods. Thanks a bunch, BlackNecro.
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Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Kerbin is round and you may be flying over the horizon. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
What other mods do you use? Read back 5-10 pages. There was a grid issue with another mod I forget the name of because I don't use that particular mod. -
3.79GB or some such. It's right around there. A memory leak in KSP.exe will top out at about that. Setting affinity high is not going to help and may only hurt. More cores must be treated the same way. More cores =/= a better experience. Sometimes it gives a worse experience. You might want to use the old trick of putting KSP on one core only. You still need to cut your RAM usage down. I'd look at all the texture reducers.
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Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
You can always use a non-deployable dish. They're good for Gm's. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Omni's can't even talk to Kerbin with Comm16's. Not at geostationary. With 3 satellites set equal distance they can't even cover each other. Those omni's aren't doing much. There's gaping holes in coverage. Rule 1: Handshakes. Everyone that needs to shake hands needs to have a hand to shake with. If you need to shakes hands with 5 people at the same time, you'd better have 5 hands and your arms can't be shorter than anyone else. Rule 2: There is no rule 2. You're doing it all wrong if you're still here looking for rule 2. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Your game will likely crash if you use KAS to do that. I would be greatly surprised if it did not. Make sure you quicksave before trying it. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
Any hex that touches another hex and has the same kethane deposit number is the same patch. You can draw from any of the connected hexes and you will take from all of the them. They are connected. Each hex is not an individual deposit. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
I think that's Cilph's link. It looks familiar. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
The SpacePort version is NOT up to date. Wander back 5-10 pages and you'll find an experimental untested release. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
That doesn't help with MechJeb or Engineer's delta-v numbers, as far as I remember them. I don't remember what Engineer is capable of. Mechjeb won't use wet weight in VAB. The Rockomax's are pretty close in weight. My "cheating" comment was more tongue in cheek than anything else. The spirit of kethane is to go out and find it and mine it yourself, which certainly isn't quite what russkey wanted. But yes, you can cheat in single player. There are built in rules in all games and breaking them is cheating. You're only cheating yourself out of what the programmer wanted you to experience, but still. -
Wolf adds a 5m, so that's four.
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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
Kerbin doesn't even know it's there until you throw a satellite up to search for it. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
It's the equivalent of just using lead weights. It won't be perfect, but it'll get you close. You can always break out the calculator or send up mission after mission until you succeed at your original goal. -
Throw this in the cfg's before "cost=" and "category=" for EACH part and you're good to go: TechRequired = start entryCost = 0 Or put them wherever you want in the tree.
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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
I would probably just throw in an equivalent weight using part clipping to figure out delta v. -
I had related issues and yours specifically, Nightmare. I tried removing the attachment of antenna's that KAS does, but that never fixed the issue. The dll's are most likely at fault. Redownloads and reinstalls did not fix the issue. The .23 update was only to get parts in "official" career science categories. Nothing else has changed.
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RemoteTech and KAS have some issues, which keep being discovered. I had issues with the game freezing and others have different issues. It's a bit of a crap shoot on if the two will work for you. KAS still hasn't been updated in any major way in quite some time. The config files have been messed with but it seems the dll is largely untouched since before .22.
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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
You are allowed a calculator for this exam.