

BigD145
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Everything posted by BigD145
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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
That would be cheating. -
You can just strip out things from Wolf pack and only use the cargo bay.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
BigD145 replied to blizzy78's topic in KSP1 Mod Releases
Keypad usage and all. Very nice. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
From what I've been hearing people have been having trouble with ScanSat and Kethane. Anything with overlays and planet surface things. MechJeb 2.1.0.0 is way out of date if you're not using 144 or at least... 130something. -
[WIP] Bavarian Aerospace: Tubes! (update9|20|14)
BigD145 replied to onkelsiebdruck's topic in KSP1 Mod Development
I don't know about kerbal placed pieces, but VAB still works and career still has the parts. -
Gas in a rocket engine. Harhar. So funny. I hear about mods I don't use in other threads with people that do use them. So. I don't have proof, but I have a general idea. Adding KAS to your "tried and tested" setup? Not a good idea. KAS does not play nice with stock or mods. Vehicles blow up, a lot. This I know. KSP seizes up and chews through your RAM. This I also know. I've experienced it. I also have a copy of the original 0.4.4.zip laying around in a .22 install, I think...
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Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
So bring your Kerbals home. Also not that difficult, although replacing the mission would cut down on possible losses. -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Kerbins are expendable. It takes time to send a repair Kerbal to force an antenna up, but not impossible. Or you just replace the mission entirely. Failed mission happens and it sucks and you say to yourself "I am double checking so I never have to go through that again." -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
BigD145 replied to Majiir's topic in KSP1 Mod Releases
It works fine in career. It has for awhile. -
If you switch ships your node is gone. If you don't switch ships you don't have to do anything with your node. Just leave it. The landing backflips are still out of hand. This is with stock. If you use a mod with variable thrust engines like Interstellar the ship will spin and burn continually, hovering N meters above the surface of Minmus for minutes. It'll burn up down and all around in a complete circle.
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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
There is only one tree in stock career.... -
Now-defunct-thread-that-should-not-appear-in-google-search.
BigD145 replied to Cilph's topic in KSP1 Mod Releases
Kerbals are your backup. Make a manned repair boat. -
I really really hate "transfer to another planet." If you're under ten days from a launch window it'll go right to the next window a year or more into the future. Sending multiple missions that are days or minutes apart to the same destination or different destinations is impossible with mechjeb. The same destination is made a bit easier if things are within half an hour because you can see the flight path of the first mission and try to mimic that burn by hand and fine tune your periapsis with mechjeb. Mechjeb is very handy for finding a burn point months of rotations in advance, but don't try to use it a few days of rotations in advance.
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I just wait for the time to hit 1 and then punch the spacebar. 1 second can be a big deal, but it's close enough. You can also turn off autowarp at around the 5 second mark and hit spacebar a tick after 1. For anyone not seeing mechjeb or mechjeb dev builds not working for you, give more info. Mac, Linux, Windows? KSP version. Exact Mechjeb build. Maybe even a screenshot of your gamedata folder. "I've tried all the dev builds" is just a lie. There are currently 141 of them and most of those don't work on 0.23. You have not tried them all. Your setup is a complete mystery and nobody can help you.
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Hex cans are my preference because of how well they fit together side by side. Radial symmetry is such a huge deal in this game.
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Service to you, Citizen. Textures are not a big deal unless they're eating RAM like there's no tomorrow. If you can tell the difference between two parts and recognize their function then it's good enough until the parts are made stable and working as intended.
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It's fairly easy to remove the limits from the cfg, but many users don't seem to know how to use computers... If you make a separate version of the file the first question will be, "Where do I put this? Do I just put it with the zip on my desktop?" Maybe not that clueless but close enough to not get anything done. You might have to make a whole other download with everything in it.