

tomato3017
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[1.0.5 - Alpha 6] Dang It! (12 september 2015)
tomato3017 replied to Ippo's topic in KSP1 Mod Releases
Entropy would be nice but I'll take Dang it as well -
Is there some secret I don't know about on how to get a crap load of science? I just did a tech cost tally in linux and came up with 80426. Compared to that vertical tech tree mod which is 24190. I want to play this but I am already getting stuck and it seems like there is no way to gather that much science, even with the probe specials(unless the eve and duna flybys are drastically more then what you get from the kerbin and mun probes).
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Forgive me if this has been asked before as searching for b9 in the thread isn't something I can do as it is too short a search term. I was wondering if anyone knows how compatible the b9 pack is with this. I know it isn't officially supported but I have no problem adding it myself. My only wonder is the isp and engines with RSS and the aerodynamics of it with FAR. Thanks!
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License crap always gets in the way with every cool mod it seems. It's not like they can make money off of it anyways....(and good luck suing the USA without being able to prove monetary damages.). I just ignore licenses in anything I do(modpacks, etc in minecraft), and anything I ever release on my own is 100% open with no exceptions.
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Correct, and my thought process was that because of the upper memory limit on 32 bit processes, the memory that is available for released objects is less. Therefore the GC needs to run more often to keep the memory space clear for allocation. Less application memory usage should mean the GC has more room for itself to work with. NOTE: That all my GC experience is mainly with java so it may not be correct with C#.
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Except on my tech tree, nuclear engines is near the end. Plus I like to do things like a communication network for remotetech, all which takes up science. Hence I suggested the resource component. It would give a need to go out to the planets to harvest resources to sell. My other idea would be to sort of detach money and science to some extent. Make it so if you go into the negative that you lose science(but maybe more then 1:1, 2 or 3:1) to show the inefficiencies of cost overrun.
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I would like to see something like this, or the ability to sell kethane. Right now, I am on a custom tech tree that is very hard. The problem is that I also need science for money and science has a max limit that you can make.
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This is from the B9 thread, he told me to ask the question here. Its related to the vtol engines(and vtol in general with firespitter). Is there anyway to assign increase/decrease hover height to an action group? I have looked all over and am not seeing it. I would like to while in hover mode slowly decrease by hover height till I touch the ground. But the only way I can see to do that at the moment is by right clicking each engine and doing it that way, obviously that will make it go crazy.
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Now-defunct-thread-that-should-not-appear-in-google-search.
tomato3017 replied to Cilph's topic in KSP1 Mod Releases
I misread it, sorry about that. EDIT: I did try my due diligence before posting by testing it against vanilla. Just a simple misunderstanding..... -
Now-defunct-thread-that-should-not-appear-in-google-search.
tomato3017 replied to Cilph's topic in KSP1 Mod Releases
Is it intended that the probes do not have an internal antenna in career mode? It works in sandbox but not in career. Because I have alot of addons I went ahead and made a vanilla copy of ksp and installed just remotetech and got the same issue so I know its not a mod conflict. -
Is there anyway to assign increase/decrease hover height to an action group? I have looked all over and am not seeing it. I would like to while in hover mode slowly decrease by hover height till I touch the ground. But the only way I can see to do that at the moment is by right clicking each engine and doing it that way, obviously that will make it go crazy.