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BigD145

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Everything posted by BigD145

  1. Now that we start at 50% thrust it should be fine to launch rockets there. *whistle*
  2. I usually turn build time off as it just makes me timewarp until completed. Because of the mods I use and the relative instability of ksp/unity, bad things can happen in timewarp through no fault of my own. It's just less of a headache and the delay does not help me play the game. It's only really impactful if you use a air/water/food/waste mod with your crew.
  3. Can this be changed before the next release? Kerbal Konstructs and KerbinSide specifically make static objects that share similar areas. Launchpads are often next to airstrips. This lays down multiple anomaly markers. The map of Kerbin ends up getting quite cluttered and impossible to read when you scan the anomalies.
  4. Ah, okay. Quite the broad brush it paints.
  5. Is it KerbinSide that is defining sites as anomalies? Extraplanetary makes more sense for launch sites as the player and KSC is the first to actually take Kerbal's off Kerbin. They are as destructible as KSC will be.
  6. I will beg to differ after 0.25 is released.
  7. There's a mod for that and it does it well.
  8. Doing what B9 does would also be great. Changing between Ore/Scrap/Rocket would reduce clutter.
  9. The multiple anomalies for different structures makes ScanSat maps quite cluttered. Having a runway and a rocket launchpad at the same location puts down 2 or more anomaly markers.
  10. You have duplicate parts with the same name somewhere in your gamedata folder. That is why they show up multiple times when you try to unlock them in the tech tree. When you update any mods you need to delete the original folders from the early version of that mod and then copy in the new version.
  11. My Notepad++ can only seem to import UDL's as .xml and not .udl.
  12. Editing your save file is never recommended. Bad things can happen. Really bad things. Worse than just craft disappearing, like KSP itself not functioning at all in the intro menu. You should copy your KSP install and roll back to Lite. Figure out how you built the craft you want to keep and use a 2nd install with regular Interstellar. Rebuild your craft and use HyperEdit to put them where they were. Or you can start from scratch.
  13. It looks like Karbonite .41 broke some of this. "ORSModuleRailsExtraction" is now "ORSX_ModuleResourceExtraction". There's also "ORSX_AnimationGroup". There are likely other things.
  14. Interesting but I've actually removed KAS functionality from some things because of how mods can conflict. An old problem with RemoteTech2 was KAS enabled antenna. They caused the universe to implode. Well you'd get a CTD or KSP.exe lockup which is close enough. Mis-clicking parts and grabbing them in EVA can also lead to hilarity.
  15. Karbonite is basically a full replacement at this point. ORSX should be fully released, not just testing, and supported by ScanSat and Interstellar soon. Extraplanetary Launchpads integration is an unknown beyond the little patch. It'll be nice to see these fully supported by Fine Print.
  16. The wiki has all that info. What you want is the range of each planetary orbit around the sun and a tiny bit of basic addition/subtraction.
  17. Having bases all over already saves you money in fuel at the very least. Money is pretty easy to get ahold of. Do we really want it being even easier to recover?
  18. That's a lot of CPU clock being taken up by a network like that. Best to just think about your links and keep them to a minimum.
  19. After reading through your link of efficient craft I think your Lopac 32 beats out the competition at around the 300 ton payload mark. It's also a nearly dead topic.
  20. Just having the information is important. Sometimes you have the cash to keep your part count down. Sometimes you don't.
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