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Temeter

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Everything posted by Temeter

  1. My docking ports are broken. Decoupler working fine, the 3 man pod is causing (visual) trouble. It's probably in the dependencies, the whole thing hasn't been updated. Who knows what's going on.
  2. Small issues mostly. Biggest issues is docking ports (minus parachute port) are broken, the bumber is always out (they got 2 bumpers, 1 i can control, and a duplicate thats always out). Landing gears are ofc broken too. Gigantor XL is always shown as retracted but works as if it's extended, with no options. Also, there is a kinda annoying bug with the MK1-2 pod where the windows become transparent on mouseover overlay (you see through the part). You can remove those replacements by hand tho and use the working original.
  3. Oh thanks, that's it! :3 Was confused cause i earlier got the contract instantly on first try, but not here.
  4. Ty, good to know. The Taurus has until now always been my favorite capsule mod!
  5. Hm, I still don't get money when I accept the jool 5 strategy... Or really any strategy right now. What can I do to fix it or to help you help me fix it?
  6. Strange, I also used version long past their expiration date, and they worked for a long time because they used no advanced dependencies. Idk, stopped using them quite a while go tho.
  7. Ty! Your mod is so usefull to have ingame. Imo should just be part of stock at this point. Pointless having to look at a website every single time you want to make a transfer. Although the basic functionality is already in KAC and mechjeb. It's just great to have a more universal calculator.
  8. Thanks for the update! I've noticed lacking funds and vanishing money, but found it very hard to pinpoint and report. On the other hand, fighting with constantly low funding was interesting. I mean, there was also that reusable rocket whose development and testing costed like half a million, more than it would ever save, but lets not dwell on that one too much...
  9. Darn, that's a clever idea! Why didn't I think of that in KSP?
  10. I was using Komitz' awesome ftmn engines for a very long time (never got issues with readouts tho), too. To me, Kerbal Atomics is a very nice replacement, and my experiences in Real Solar System + Realism Overhaul also made me value how Nertea balanced the OP'ness of the engines a bit with some new elements, like the boiloff. I mean, stuff like the liberator is OP anyway, but at that point you'd otherwise just use a transfer rocket 2 times the size anyway, so it's much more comfortable. Btw, if you don't use them, I'd also recomment trying the cryo engines mod, expands stock just as atomics does.
  11. Can confirm, happened to me. Modded install with cryo engines (LH2/O fuel). Core tank with 2 more tanks fueling into the core, all same size. Was on map view during burn and wondered why nothing happened, when I looked my ship was just tumbling and the fuel completely uneven, with one side tank being drained before the other.
  12. So ballutes are practically 'parachutes' for reentry. That's interesting, could be quite helpful in KSP. Inflatable heatshields are incredibly usefull, but limit construction.
  13. Why should it require ablator to be named that way, tho? In general heat shields are surfaces to produce drag while protecting a capsule behind it. The inflating is mostly a trick to get more drag and a better ballistic coeffcient. Even NASA calls it an inflatable heatshield, so tbh I don't think there is much discussion to be had: http://www.nasa.gov/feature/langley/nasa-tests-inflatable-heat-shield-technology-for-deep-space-missions EDIT: Reminds me, the space shuttles heat shield wasn't ablative either.
  14. Spaceplane parts obviously! (since they've alread been redone^^) IMO many engines actually look pretty good. Maybe a mainsail doesn't have very high texture detail, but I like the model a lot. Although I'd still be curious what things Porkjet, Roverdude&Co could do to them! Also, the Mun. It's currently probably the most exciting place to travel on, even if it's only a grey rock. Environment on Kerbin also looks quite good after it's update (just a bit of scatterer, SVE, and it even looks phenomenal!).
  15. Darn, this mod looks like a clever idea. Like an expansion on science alert. Thanks, gonna try it!
  16. We don't have any indication that was the case. Instead, we know Squad had to completely rewrite every single part of the UI, make the game work on a new physics engine and engine, redo their wheel/landing gear logic, etc. Was a bit more than a small port.
  17. What's stopping you from enjoying the current version and still being happy about there being another one in the future?
  18. It is a feature thats been implemented ages ago.
  19. Didn't want to pester Ven, but good to know! Really loving the revamp, the 192 also brought some cool stuff. Don't really want to go back to stock at this point!
  20. Maybe an outdated firespitter or b9partswitcher? That caused some issues for me recently.
  21. Yep, seeing exactly the same thing endlessly repeated. Everything else seems to be working fine tho.
  22. Thanks, after big updates it's always all about sorting out dependencies when using mods. Can't imagine how you guys even manage to keep track of all those updated dependencies while developing multiple mods. ^^'
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