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Scottiths

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Everything posted by Scottiths

  1. How do I hide the toolbar button? I am fine with Alt+H and I have too many mods using stock toolbar. Help is appreciated.
  2. When is squad gonna give in and just make it stock?
  3. Ok, awesome. So it sounds like what I want to do is build an SSTO with a combo of Rapier and Turbojets since the Rapier's don't really do a good job of getting up to speed until you already have speed. Is there any easy way to work nuke engines in easily? Or are those days past? Back before 1.0 I would use Turbojets/rapiers to get to orbit and then use the nukes to go elsewhere. I had a Mun ferry that would bring new crew to the mun, but that's kinda changed now
  4. So at around 12k I really can't be using air breathing anymore?
  5. Can someone explain to me exactly what changed with the jet engines? It seems like they lose thrust the higher up I get. Is there a trick to using air breathing engines in an SSTO now that I am not understanding? I can't even get the stock stearwing D45 to orbit anymore (I used to be able to). Help would be appreciated.
  6. I did notice something though, maybe its my install. The help file in game does not word wrap and I can't read it all. Should be an easy fix.
  7. This mod needs a bump. Sad to see it so deep in the forums for how amazingly useful it is. Especially for airplanes. I no longer need to line up multi engines perfectly to keep the ship from flipping out once it exits the atmosphere.
  8. Could you please update this mod to use mod manager? I can't seem to figure it out. Or can someone who has already done it PM me their CFG file please? I really want to avoid overwriting stock parts, but some of my planes would look a lot better using this mod (instead of bolting KSPX cylinders of fuel on the hull).
  9. Has anyone hotfixed in propmotors to the new MK2 capsules? I really like the windows and would like to use them in my space planes.
  10. Is there a way to zoom in super far on the map or a way to get actual directions to a waypoint? I have been driving this rover aimlessly trying to hit the points, and I don't really have any idea where they are... Nevermind. I figured it out.
  11. I got one of my ships stranded at the Mun without enough fuel to get back. So I did the sensable thing and EVAed to remove parts and reduce weight (by using KAS which is a great mod). However, for some reason when I detached something it would reset the surface velocity of my kerbal to zero so he would instantly start falling toward the Mun. I used hyper edit to basically put him back in orbit near the ship and proceeded to continue stripping it till I had enough Dv to get home.
  12. Good point. However, Ion engines are in the game and they are scaled up considerably from a realistic ion engine. Also, it is not fantasy. This is a real thing.
  13. So if you subscribe to space.com (I expect a lot of you do) then you know that NASA recently tested an engine that basically creates thrust without using any fuel at all. Is this something you would like to see in KSP, or would this just make the game too easy and never mind that its real Here is a link to one of the stories about the so called impossible engine. http://m.csmonitor.com/Science/2014/0804/NASA-test-demonstrates-impossible-propulsion-system-video
  14. I simply like leaving landmarks next to my flags
  15. A lot of it has to do with mods as mentioned. If you have Kethane you need to build a sat/probe to scan for it. If you have scansat you need to build a sat to do the scanning. If you have remote tech 2 you need to build com relays. That sort of thing. That and probes are lighter so they are easier to launch and you can still do science with them (you just can't get the EVA / crew report science from them)
  16. My wife told me about this game that one of the Greens was playing (Hank or John, I forget which) that she thought I would like. It was about a space program or something. Now she regrets telling me about it after I sank 500+ hours into it
  17. I mean for maneuver nodes? I accidentally scrolled my mouse wheel over a prograde marker on a maneuver node and was shocked when it increased the DV of the node. Apparently you can move the node really fast or super slow (like .1 dv per click of wheel slow) with the mouse wheel now. Has this always been there and it took me this long to figure out? Or is this new and noone talks about it?
  18. RT2 is kinda 23.5 compatible. I run RT2 and this mod does not have any compatibility problems for me. Have you tried the community hotfixes for RT2?
  19. Ok, I figured it out. The toolbar hides the button if all experiments are used. I had been trying to use this with a craft and didn't realize that there were no further experimental devices available on it so the button was hidden. That's what I think happened anyway. Works now. Marvelous plugin
  20. I don't know what is wrong, but its not working for me. I see it in the available buttons on the toolbar addon, but if I select it then it does not appear
  21. I am having a problem where when I build something and then release it I can no longer go to the space center or end flight. I have started building and then clicked space center and it worked. I finished building and returned to space center just fine. I have finalized building and returned to space center. However, as soon as I release the finished rocket I can no longer return to space center. I have to Alt+f4 to exit the game. Any ideas for whats wrong? I have remote tech 2 installed and a few others. Not sure what version I am on. Saw the fix a page ago. Will try new version to check if it was me downloading the wrong version. *edit* My bad, downloaded a bad version. Seperate question though, how do I turn on instant build?
  22. How do I insert the icons people have been posting? Would be nice to not have a ? for some of them
  23. I stuck Bill Jeb and BoB in my far side com station on Kerbin (with the remot tech mod). I don't want to kill them by mistake, so I sent them to the equivalent of nowhere
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