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StainX

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Everything posted by StainX

  1. played 1000h ... still not bored... just set some challenging goals and try it out
  2. The problem is that the Panther replaced the Whiplash in the techtree... the Whiplash got pushed back to where you need 500 science (also the expensive R&D Tier 3), R&D Tier 3 for me... is in my terms "lategame". I also built a spaceplane with the Panther, but its not actually that useful (deltaV loss due to longer burntime on the liquid fuel engines), hard to transport small cargo to LKO. More realistic, less SPH fun, in my opinion.
  3. Oh man, career and spaceplanes are an almost impossible combination now, at least until you unlock the whiplash and RAPIER in the "lategame". Or am i just to stupid to handle the new engines and intakes? Can't squeeze more out of the Panther than ~800m/s at about 20km up... :-/
  4. I just use the "Revert to..." feature on Kerbin (enabled it in hardmode career), i don't think its cheating at all with quickload disabled. For the rest i use KER and Trajectory mod. On interplanetary missions, i always send a probe ahead, to get some data like deltaV usage, atmosphere density and re-entry heat...
  5. "Snakes on a Plane"(the movie title)...."Snacks on a Plane"!?
  6. oh man, that stuff is amazing! i need to unlock those rapiers in career asap, so i can fly that viper i would love to get excited about a colonial raptor, any chances!?
  7. Oh ok, can't wait... im not a programer so i really can't help, but maybe there is a way to interact with the right-click gui so that you can disable certain things and then remove them from the list!? Also... small suggestions if you allow: I find the Guis a bit unhandy in my opinion... i would enjoy in-flight highlighting parts to show condition, like far did that with the drag&lift part highlight thingy back in 0.90 plus a right-click part info for reliability!?
  8. Love the mod, thank you for the work u put into it! I just checked wiki/configs... is there a plan for stuff like ReacionWheels/Solarapanels/RCS-blocks/Winglets failures!? The only "two" modules i could find that can fail is engine and resources, or did i miss a thing?
  9. A M A Z I N G ! ! ! I really love that there is some difference with skin tone... is there a male pack as well!?
  10. Also had that problem with disappearing nodes while detaching in Editor Some Suggestions: Build in symmetry mode. Start the radial stuff after the docking port with another docking port. Use duct tape to tighten up that weak and wobbely docking ports. Keep an eye on the center of mass to not shift to some side. Cross your fingers! Launch!
  11. Had that also... some time it did recover, but most time bluescreen.... official firmware update resolved that GPU issue
  12. this line had fixed some language and node related (in editor) bugs for me. if everything working without it... why use it?
  13. This mod is great! Im more simulating than actually doing stuff
  14. A small Question: Will this also stop the unnatural "wobble of death" from those huge docked crafts like space stations, with time warp? Sorry, haven't played with your mod in 1.0.2 yet.
  15. I really enjoy the "simple" design of the life support. One Resource, and generators for that, awesome! And no bugs whatsoever! Thanks for the effort!
  16. Danke für die Mühe! Da viele Leute in diversen Foren jammern "Warum gibts das Spiel nicht auf Deutsch, das ist ja mal schwach", finde ich es um so besser das sich die Community sich da ran hängt! Respekt!
  17. This was a prototype arm... built a much bigger one with proper scaling and attached that on my space station!
  18. There is a hotfix for 1.0.2 out, but no right click option for that... well, i guess we have to wait for KAS to update then. Although the Grabber and DockingPort, system seems to work fine so far
  19. Ok, call me stupid, but how do i free something from the grasper!? Edit: So i heard you shouldn't use docking ports with IR... tested... no problem found (with grasper some craft and crew dissappered and k.i.a) So any reason why i should not do stuff like this:
  20. Testing around with it, and i really like it Few Suggestions / Ideas so far: I would love to see that LifeSupport also drains some ElectricCharge, not just the activated Generator... Oh and some smaller, less efficient Generator would help a lot. How about "stock" Fuel Cells also generate life support besides electric charge? Call me sadistic, but in my opinion starved out kerbals should die, instead of hibernate (maybe a config would be handy) Edit: Toolbar icon in Map View? Edit: Fuel Cells in MM // Fuel Cell now also convert LifeSupport ( 1 per day ): @PART[FuelCell] { @MODULE[ModuleResourceConverter] { OUTPUT_RESOURCE { ResourceName = LifeSupport Ratio = 0.0000463 DumpExcess = false } } RESOURCE { name = LifeSupport amount = 1 maxAmount = 1 } } // Fuel Cell Array now also convert LifeSupport ( 3 per day ): @PART[FuelCellArray] { @MODULE[ModuleResourceConverter] { OUTPUT_RESOURCE { ResourceName = LifeSupport Ratio = 0.0001389 DumpExcess = false } } RESOURCE { name = LifeSupport amount = 1 maxAmount = 1 } }
  21. That mod helps a lot! May i suggest a thing: Donno how easy it would be to implement, but would it be possible to simulate on other rocks or on the orbits around them?!
  22. Well, you can use the power of saving every few mins, or if you have the time... you can simulate your craft with this awesome mod!
  23. Yup, have RPM installed, do you mean that Scansat plugin or that "orbital map"... both ways, even with Kerbal Enigneer Redux makes it hard(impossible?) to see encounters and stuff... Beside RPM is IVA only.
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