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Temeter

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Everything posted by Temeter

  1. I recently got to the moon and traveled over 60km through difficult terrain and 5 or 6 biomes. Hard, but so rewarding and fun. So i'm all for improving the stuff we have. I've not yet been on all planets and moons, mainly because many just aren't that interesting.
  2. Mind = Blown Oo I was absolutely sure that was the first thing i tried, it's so obvious. Maybe i forgot to save or made some mistake when editing. Whatever, thanks for the help.
  3. Works fine for me, but some people had problems with nodes. It's worth the try.
  4. But what meaning does accidental exploitation even have? Just see it as getting lucky. Technical advance and lucky developments and stuff.
  5. Not to high, they are purely structural and need a bit of stacking to acommodate stuff like science modules. You'll already get a small lander cabin for 1.5k. Maybe 500 for the small one, 1000 for the big one?
  6. Tried it, that's just a number for the game. Might be hardcoded.
  7. Is it possible to adjust the weight of the fairings? I know the cost is easy to adjust, but i couldn't find anything else in the configs. Atm i'm building a ship using extensive fairings, making up almost 10% of a 150 ton stage.
  8. Not exactly, It should be like this: KW engines have two overlapping nodes on the top of their engines. So the CSM connects to the petal adapter top node with it's own node between engine and fuel tanks. The lander is not connected to the CSM. It's normally connected to the lower part of the petal adapter (might need a decoupler inbetween), with an open docking port at the top. For the maneuver, just follow the part instructions: Put the petals 1st decouple and open function on one button, this will free the CSM and open the petals. Then you'll just turn and dock to the lander's docking port. Finally you use the second decouple to disconnect the Lander(+ the now docked CSM) from the adapter.
  9. 0.24 works perfectly fine for me, including the turbine's. Not tested 0.24.2 yet (edit: Works).
  10. The IVA looks insanely good. And it's even practical! I guess my next ships are going to be unnecessarily big.^^
  11. Lol, it's absolutely insane what you guys make out of this mod.
  12. I'm going safe, made a full copy of the KSP folder. The issues can't be that bad.^^ Guess now we'll know why SQUAD didn't have the 64 bit version high on the list of priorities. I would bet some issues/instabilities are caused by the current 64x unity itself, at least the right mouse button thing was confirmed. edit: Interesting, works perfectly fine for now. Only had to manually update KSPAPIE and Firespitter. Lets see how long that holds. Ofc aside from the known ksp bug that radial decoupler shoot empty booster inwards. Which can be worked around by the ingenious rcs cones (to bad they are half as expensive as the booser itself^^).
  13. Yeah, i have the same weird issues. At one point a mod will cause a lot of problems, and then starts to work perfectly fine. Atm procedural fairings started crashing my game for no reason (might be an issue with KPIAEX or however it was named, still using 0.24). I'm having more weird crashes than ever before atm. The module manager dll caused a similar behaviour, even if that things wasn't supposed to load/ patch anything at all. Problems are even easy to track via the error logs, they just makes no sense. I'm a bit hesitant to upgrade to 0.24 because of reported issues and KW rocketry, though. I'll probably duplicate the installation first.
  14. I doubt much will be happen. Imo the engine works quite fine outside the performance. And that's because Unity still uses the old crappy physX version Nvidia used to push their chips. The multicore-capable version of physX will come with Unity 5, which might take a half year or more until it's release.
  15. That picture looks creepy. As if they are zombies...
  16. I have that issue with the 0.24 KW rocketry from time to time. Only seems to happen with the 40 ton 2.5m tank for me.
  17. Just to be sure: If a mod adds parts which belong to tech's you already researched, you have to manually klick the single parts in the right tech tree window. Please check the science lab, the number of not researched parts are shown above the symbols.
  18. Curse replaced the Spaceport, otherwise everything is as usual.
  19. So that's why the petal adapter and saturn's 2nd stage adapter works. Was quite confusing when i made my Apollo replica. That's actually pretty useful. Yeah, i see the logic behind the balancing. There is just rarely a reason to use them from a gameplay-standpoint, since they need at least something like a 360 ton stage (2x ST37+3.75m tank). Thanks for considering it.
  20. I think the KW Rocketry Engines work quite fine for reasonable (sub 100 ton freight) rockets, as long as you don't want fully recoverable one stage-rockets. The Nasa engines are extremly expensive, and the KW stuff tends to be a bit cheaper than skipper/mainsail and co. So your launcher might be 40+ tons heaver, but still cost the same or less. The Soyuz style (ST-25/37) fuel tanks are also really cheap. I like to use them like liquid fuel boosters, low-priced but extremly impractical and therefor usually only used in the first stage. To bad the 3.5m variant got nerfed into line with the stageable tanks. @Kickasskyle: That said, can we make the ST 37 a bit cheaper? :3 It's really not as practical as the the 40 ton fuel tanks, takes more place, can't be used alone, fits rarely into upper stages and needs a central tank or fuselage. Does that make sense? I could ofc edit the file to make tank cheaper, but that wouldn't be fun/cheating.
  21. The most recent version should be 2.2.0. http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-(Jan-6)
  22. This stuff is still getting updated? Cool, i'm using the engines since half an eternity. Found it on spaceport many versions ago and just continued using the parts. Great stuff.
  23. Nope, starwaster thought i was actually running mods requiring the module manager. But i'm not, the DLL should be completely redundant to my install. Furthermore, his whining about advising people to 'cripple' mod compatiility was completely unnecessary, since i only was trying to help people by pointing out a potential issue. There have been reports about constant crashes. This is certainly some weird compatibility issue or maybe even a combination of mods. edit: And the issue was using Mechjeb/Toolbar/Module Manager.
  24. Right, i was to vague. You certainly wouldn't misread a post. Allow me to ask you a question, do you always expect others to be wrong? That's quite rude.
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