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Everything posted by elkar
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I have to say I'm using Mk IX all the time for getting payloads into orbit around kerbin and it's amazing how simple but also sturdy and reliable design (after few minor adjustments) it is. So far I had problem only once but that was due to the nature of payload being too wide, otherwise I've done like 30-35+ launches with cargos up to 35 tons and it was rather good. PS: heavier nova lifter is ubalanced at last stage RCS and port orientation + 3 tanks design doesnt work that well.
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Dude, problem can be that you have RCS on different diameter parts. then its problem to dock even for autopilot, because it has to correct like crazy for every movement. also i havent seen your dockingport which you then select as "control from here" because if that one is 45° rotated to RCS, then again its much more complicated for mechjeb to compensate.
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Any idea how to increase fuel transfer rate? 1.4/s is not much when you transfering whole tank of 1440 fuel. And why sometimes it doesnt react at all, even when I target the station? I mean i have more lazor systems on station, do i need vision for lazers to connect or something? And when I was like 5 km away, it said that I'm in range but lazer distance is too short or something... wth..?
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0.6 m/s for docking is rather hot-approach. it should be more like 0.2-0.3
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Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
elkar replied to Majiir's topic in KSP1 Mod Releases
New folder system in 0.20 works taht way, so yes, you put it to Game data, all of it, so you will have ksp/gamedata/kethane/parts,plugin,resources, etc... (separate folders) Folder Squad is only for stock parts. plugins for .20 are put just simply here in game data, no need for copying each folder as before. My GameData folder: And when I double-click Kethane folder there: I hope it's clear. You can also notice that I have more mods, all just put there. (there are exeptions tho) -
Trying to think of a name for my Space Program
elkar replied to Locklear308's topic in KSP1 Discussion
Ive decided to use names and flags from BSG for my new game... -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
elkar replied to Majiir's topic in KSP1 Mod Releases
Well I started new game, so that shouldnt be issue for me. And I thought that you cannot copy maps because they are different for each save game, that they are generated for each one. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
elkar replied to Majiir's topic in KSP1 Mod Releases
I dont allow Bill and Jeb to work togeather anymore. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
elkar replied to Majiir's topic in KSP1 Mod Releases
So again for everyone, 0.20 fix for Kethane Put/unzip this to your KSP_win/GameData and you should have your Kethane back and working. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
elkar replied to yongedevil's topic in KSP1 Mod Releases
No, no that's ok. I think that still most users/players really prefer just to copy over things plus you were saying something about improving the plugin itself which is neat. -
I adapted ioncross mod for myself now I justt need kethane and this Lazor system
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[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
elkar replied to yongedevil's topic in KSP1 Mod Releases
You are doing something wrong pal. Because it works for me even with new pods ive edited. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
elkar replied to yongedevil's topic in KSP1 Mod Releases
It's option B i was thinking actually. How to make Ioncross work with 0.20 1) copy everything into KSP_win/GameData/Ioncross 2) delete command pods and cockpits from KSP_win/GameData/Ioncross/Parts (leave only those coverters and oxy tanks) 3) copy Ioncross cockpits and pods to KSP_win/GameData/Squad/Parts/Command (overwrite) 4) edit each of those copied part's part.cfg put at very top [B]PART {[/B] at very bottom [B]}[/B] 5) fly safe. PS: of course there two new pods, so if you understand the "code" in part.cfg you can add oxygen to new pods with your own values of course. -
[0.20] Ioncross Crew Support Plugin ([0.22] dev build)
elkar replied to yongedevil's topic in KSP1 Mod Releases
OMG, ty, now only missing Kethane and Lazor system and I'm ready to play PS: you mean files that are in the Ioncross mod, or ... ? Because I can see now parts of the mod, and ive edited .cfg files of parts in mod folder, but there is no change in the game. -
Well, new wheels sux. I mean, they are nice looking, have nice power output, they are harde to break, but you cannot really attach them to anything usefully, since they had low susspenssion so your rover is few cm above ground, if you try to use struts and H beams or such, you cant ever pull full throttle because those wheels have so much torque, that they will rip themselves off... :/ This is only case I can actually speed up fully, but its still kinda low: I'm not really sure how to use them, when I put back those orange donut wheels, they are slower but much better to actually drive with. I guess with some large part-heavy mods you can find something useful...
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My humble flag:
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My humble flag:
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Best not to use them then.
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Same options like for Lazor system itself would be nice - Night, invert, normal, thermo.