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TomatoSoup

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Everything posted by TomatoSoup

  1. That's good, but the point is that the nozzles should be way cheaper. Either on par or cheaper than a similarly sized chemical engine. Because the real magic of the thermal nozzle isn't in the nozzle itself at all! It's in how you power it. Current pricing makes it prohibitively expensive to, say, put solar panels in low solar orbit and use that to power the thermal nozzle. What you want to prohibit is the antimatter and fusion powered monstrosities. But you don't want to prohibit the less powerful systems like solar and beamed fission. Exactly! Either there should be different types of nozzles with different levels of permissible temperatures, or the nozzles only contain the turbopump and gimbal machinery while the reactor itself, for anything above fission, actually does the heat-exchanging magic.
  2. They should do what the Kerbal Construction Time plugin does. When something goes out of physics distance it checks if it has enough chutes attached to slow it to a safe speed.
  3. That is the most obscenely cute thing I have ever seen in Kerbal.
  4. Are you thinking of adding Toolbar support? Alt+F10 is a rather funky key combo and I think most people would appreciate a regular button.
  5. Pizza said he's working on it about a month ago, but I don't see anything new since then. I hope he returns to update this mod, It'd be really tragic if it had to be abandoned as more and more things shift over to ModuleEngineFX
  6. Two things. Right clicking on the menu while at the KSC screen makes it disappear and all my attempts to make it reappear have failed except for closing and reloading the game. Also, what exactly are the additional rates for the VAB? I understand that they're upgrades to build speed, but I don't understand why there are multiple ones, or why the later rates have larger upgrade steps.
  7. Likewise. I updated and RealFuels isn't working at all for me. I should note, however, that when it broke I had about a hundred less Module Manager patches. I updated to Module Manager 2.1.0 as suggested earlier in the thread and I'm back to my normal number of patches (773) and the engines seem to be back to normal.
  8. Well, to be fair, it's always a good idea to alert the original author when you make derivative works, even if you're not required to.
  9. I mean they don't scan in the background: the vessel must be focused to scan. You're actually wrong on point 1. Prior to 23.5 I did all my scanning with a single vessel. As for point 2, they both had full batteries and, as I understand, Kerbal doesn't track electric charge on unfocused vessels, so they should have kept functioning. What I mean is: Vessels and techniques that worked perfectly prior to 23.5 no longer seem to work.
  10. I've noticed that SCANSat doesn't seem to work with background scanning anymore. Did I miss an update?
  11. So we shouldn't be able to switch to another relay and try to re-establish contact?
  12. That's not what he's talking about. Compatibility with 0.23 will probably break regardless when 0.24 comes out. He means compatibility with saves.
  13. The secret here (for your second problem) is to edit the block that says PQSCity { KEYname = KSC repositionRadial = 158200.0, -220.0, -570000.0 lodvisibleRangeMult = 6 } I don't have the right values for you quite yet. I'm mostly trying guess and check, but it seems the first value is the one you want to fiddle with. I'm getting good results by decreasing it by around 2000. Unfortunately my first test resulted in this: http://i.imgur.com/1TSwVPp.jpg Aye, that's a cactus. We're buried in the desert.
  14. Is there a version that only resizes Kerbin? I play with a lot of mods that enable off-world resource utilization and construction so I'd love a version that just makes Kerbin Earth-sized as an extra incentive and a way to test giant heavy lifters. Alternatively, could I simply just cut out all of the other planets and change the SMA of Kerbin? If so, what's the Period parameter mean?
  15. I'm not sure how possible this is, but could there be a companion program to this that the unused textures are loaded into such that your plugin can ask it for the textures? Basically, a hacky way to keep them in RAM without exceeding 3.5gb on KSP's thread so it doesn't keep accessing the harddrive.
  16. This is a fascinating continuation! I can't wait for the RealFuels support.
  17. You've never had to sort incompatibilities or make a bashed patch? Seriously, Skyrim modding ain't easy when you're using a lot of mods or even just two that are incompatible. Kerbal is no different.
  18. Have you considered using the thread search feature? Somewhere in the last five or so pages I and someone else talked at length about how to remove that. It's actually really simple.
  19. I don't see any duplicate fixes. Would you kindly list your problems not covered there so we might find the other fixes?
  20. I'm having a peculiar problem. This probably shows it best: http://i.imgur.com/3Hjt9Xy.png So let me explain. Both of those engines are active. Deactivating them does not remove the effects. In spite of this, they still behave relatively correctly with two exceptions: The fuel type selector loops between LiquidH2, Lithium, Vacuum Plasma, and Vacuum Plasma. The first of the two Vacuum Plasmas actually tries to consume Monopropellant, as seen in the screenshot. The second one consumes Vacuum Plasma and, well, after it uses its ten units it won't fire anymore which totally defeats the purpose of the Quantum Vacuum upgrade as I understand it. I've used the thread search feature and found some people with the same problem but no solution.
  21. Is there any word on a Real Fuels compatibility addition?
  22. If you read the first post you'd see that it's likely this uses less RAM than stock.
  23. The magnet will never be part of the other ship. You have docked the plug to the magnet, not the magnet to the ship.
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