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Jas0n

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Everything posted by Jas0n

  1. Here's my opinions/knowledge on them: 1) It is/was being worked on. 2) Would be helpful, but is provided by mods. 3) Good idea, but not in stock because it would take too much computer resource. Also would take ages to get to without warp drives. 4) That is more limited by your computer and the amount of mods and parts that are being loaded. 5) Would be cool, but how would they interact with mods? 6) No, not everyone has the game through steam and it's easy to hide malicious code in a dll on Steam. https://steamcommunity.com/app/220200/discussions/0/494631967660451431/ 7) Would be nice. Maybe integration of KAS/KIS. 8) If you need Liquid Fuel and Oxidizer how is it different than a normal rocket engine? 9) Multiplayer has many technical issues that have been discussed many many many many times in this subforum. such as here: 10) Yes they would make the oceans of Kerbin, Eve, and Laythe more accessible. But it is Kerbal SPACE Program after all so I don't know if they should be stock.
  2. Turning it upside down then decoupling the heat shield before deploying parachutes run the risk of the heat shield hitting your craft.
  3. The old go straight up and then turn to 45 degrees is from before the aerodynamics were changed. Now it's better to turn gradually from lower.
  4. I have GPP installed, which is probably why. But it used to work and then I played RSS for a while and came back to this. Probably due to some mods being updated and others not.
  5. I would like to see this feature very much. It would make VAB/SPH load lists a lot less cluttered.
  6. What mods do you have installed? Are you sure they are all compatible with KSP 1.3.0? Edit: After a quick search through your log, I can see that you have kethane installed and that is not compatible
  7. Are you sure you installed it correctly? You can always delete it and install it again to see.
  8. For getting up to date mods, use CKAN or read the mod release thread.
  9. Your game is modded. Moderator move this to modded support pls.
  10. Did you add the Mechjeb case to your craft? If you don't nothing will show up. The case should in the control tab in the VAB/SPH
  11. When this happens (If you can't tell what's going on from the pics, the structures added by KSC ++ are floating above the surface)
  12. the zip just contains the dll. Download 2.8.0 and drop the dll in Gamedata and that should work.
  13. If you are using steam, I recommend modding a copy of KSP so that it doesn't break from Steam updating KSP.
  14. Check the release thread for each mod to make sure they are all compatible.
  15. I'm assuming that you have Ksp version 1.2.2 or 1.3.0. Active Texture Management is no longer needed because its features are now stock. Looking at the picture, you downloaded the source file for ModuleManager instead of the dll. The download you want is here: Also, make sure you have the right version of the mods for the right version of KSP.
  16. I will tell you that KSP runs fine with reduced graphics and 50+ mods on an intel HD graphics 4600, so yeah, GPU doesn't matter that much.
  17. From your picture your rocket is not staged correctly. Stage 3 has both an engine and a stack decoupler. KER did the calculations based on that and completely ignored that stage.
  18. What mods do you have? Pics of the offending craft? Does this happen every time or is it a one time thing?
  19. The delta V of a rocket is a measurement of how much acceleration it can produce (Someone correct me if I'm wrong). Basically the mileage on a car. This is a delta V map. To find how much delta v you need, add up all the numbers from Kerbin to your destination. For example if you're going for a Minmus landing then return, you would need 3400 + 930 + 160 + 180 + 180 + 160 + 930 = 5940 m/s of delta V. Note that you can save a lot of fuel by aerobraking. In the KER window under delta V, the first number is how much delta V that stage has and the second number is the total delta V of the rocket up to that stage.
  20. Another feature i would recommend is an R&D fee so that it's more realistic instead there being a custom engine for each rocket. The fee would depend on the specs of the engine and if it's a derivative or not.
  21. That sounds like a cool idea. My question is that can the ISP be accurately calculated?
  22. Also, make sure you don't have any mods that are for 1.3.0, not 1.2.2.
  23. There was a whole big debate a while ago in the forums about mod bundles/mod packs. I believe the conclusion was mod packs are allowed but they have to follow strict licensing rules(feel free to correct me if I'm wrong). However I haven't seen any mod packs.
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