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Tex_NL

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Everything posted by Tex_NL

  1. If you haven seen this on the forum yet you haven't searched. A simple title search for 'easter egg' will give you these two topics: Found a new Easter Egg?, New main menu Easter egg?. Both lead to Blizzy's confession: http://forum.kerbalspaceprogram.com/threads/88286-SPOILER-%28possibly%29-New-main-menu-screen?p=1313669&viewfull=1#post1313669
  2. In .23 I build a Kethane powered plane for Eve. It entered the atmosphere just fine and it was able to fly from deposit to deposit with ease. In earlier versions I've flown an electric plane on Duna. I had to reload the entry a few times as the thin atmosphere did not generate enough lift to slow the descent. But once I did manage to land safely it performed as expected: without any problems.
  3. The Stig is Jeb obviously. Who else?
  4. Definitely SPH! Makes building rovers a LOT easier.
  5. This mod does work in 0.24.x! However it does have some serious issues. It is most definitely NOT balanced financially. But the parts and tech-tree integration do still work just fine. You're correct, the link I mentioned only contains tech-tree updated .cfg's. Download and install the mod from the OP and update with the new .cfg's.
  6. Clearly I was not the only one with this very same problem. It might be a good idea to actively inform people of this issue and its solution. The first post, next to all other information vital to this mod perhaps?
  7. Already had Kethane installed. I just updated it and will give it a try. Edit: It worked. You've just saved my interplanetary plans.
  8. In 0.23.x EPL worked just fine for me. But now in 0.24 I have the exact same problem I had in 0.22. Nothing works! I've got crew in both the cupola and workshop and productivity is around 4. I've got Ore in the ore container. I've got plenty of power and the smelter is fully activated. Why is the smelter not producing metal? Same thing goes for the workshop. When I put some metal in the metal container and activate the workshop no rocketparts are produced. P.S. This mod really could use some better models.
  9. New users are not able to change signatures, avatars and such. After a some time (3 posts) those forum features will automatically become available to you. You could have known this if you had read the Forum FAQ. P.S. The only 'stupid' question is the one you do not ask.
  10. And? Since when should that be a problem? Land at KSC. Drop your rescued Kerbal to the ground. Spawn an empty capsule. Walk your Kerbal over and get in. Recover. Sometimes people should learn to think outside the box.
  11. Perhaps it's time to re-read the OP and title! Thylordroot clearly states his Kerbals is out of fuel. Editing persistent, infinite fuel and moving the rescue craft in close can all do the trick. Another option is to use The Klaw. Simply grab him and drag him down with you.
  12. You're not the first to spot and post this: http://forum.kerbalspaceprogram.com/threads/88286-SPOILER-%28possibly%29-New-main-menu-screen For the exact details check this post: http://forum.kerbalspaceprogram.com/threads/88286-SPOILER-%28possibly%29-New-main-menu-screen/page9?p=1313669#post1313669
  13. If you want actual working 5m parts instead of just concept art get [thread=51037]KW Rocketry[/thread].
  14. If you checked the title of this thread you would have known: [0.24.2] KW Rocketry v2.6c Available - New 5m Parts! - 24/07/2014
  15. Not bad. Not bad at all. You even got a Mule docked inside.
  16. Editor Extensions already does 1 degree steps. (Free, 1, 5, 15, 30, 45 and 90 degrees) Do you really need to go smaller?
  17. http://forum.kerbalspaceprogram.com/threads/87743-How-to-get-B9-Aerospace-to-work-with-KSP-0-24
  18. Problem solved. I've upgraded back to 32bit. Too many bugs in x64. KWR works perfectly fine in 32bit.
  19. Then perhaps it's a good idea to actually tell people this and add it to the first post. Not for me but for others. I've already solved all my issues by upgrading back to 32bit. Too many bugs. And a crash every 5 to 20 minutes doesn't help either.
  20. New craft, old craft. It's all the same since ModuleManager does NOTHING with the provided files.
  21. I've dropped ModuleManager.2.2.0.dll in the GameData folder. In GameData I've got the DecoupleForX64 folder containing both DecoupleForX64.cfg and DecoupleForX64.dll. NOTHING HAPPENS! ModuleManager doesn't work and the decouplers still flounder.
  22. No KW 0.24 x64 related crashes for me yet. But I do have a slight issue with the fairing cones: there is hardly any ejection force.
  23. Nukes are overrated within Kerbin's SOI. I agree with 5thHorse and Tortoise: go for the science parts. They are an investment in your future and will pay themselves back in one or two missions.
  24. √ = square root = unicode 221A It should be alt251 but sadly that doesn't work for me. I just copy and paste it.
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