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Sabor

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Everything posted by Sabor

  1. I recently got a tablet and I've been struggling to get to grips with it. I started drawing this based off a screenshot I took in Kerbal some months ago
  2. I keep seeing ships with the names printed on them. Is that a mod or just clever use of custom flags
  3. No, it seems like the Deathstar found a new planet. And promptly deleted it
  4. Playing 64bit hacked 1.0.4. Just as good as 1.1 almost. It'll hold me over until all my must have mods are updated for 1.1 then I'll make the switch
  5. If you're like me, your mod folder is larger than the entire vanilla KSP. Some mods won't work when you update to a new version of Kerbal, and will have to re-download an updated version of the mod. You may as well back up the entire game onto a flash drive and keep it around (This is what I do) So at any time you can go right back to your fully functional and modded previous version of KSP until the mods you DO want have been updated. But if it's specific parts/configs/mods you want, they'll be in the Gamedata folder
  6. I downloaded the Unity 4.6.4 Editor. I quickly installed and threw together a large modlist I know would go over 3.2GB and gave this a shot. It works like a treat I guess I'm not waiting for 1.1 anymore. Time to crank my graphics, go full screen and disappear into the Kerbal solar system again
  7. When using this Kerbal locks up. Sort of. I can load it all just fine, I don't get any errors thrown, I can go to the KSC screen, twirl my camera around, time warp to morning. But clicking on the Hanger or vab, it locks up. Sort of. I can still click the buttons like exit to menu, though it won't actually exit, and I can still time warp, but that's it. The log file has this: It happens on a brand new save, too
  8. I found a way. It's a super minor change of changing one value to a negative value. The cargo bays work, though the extended one has a weird texture issue. Works well enough to hold me over. These parts are too good to let go
  9. Isn't there an easy way to go through the cfg files of each part and make a change so the nodes snap and attach to each other correctly as a quick fix so we can use these parts for now? I'm guessing not since comparing these parts to stock parts it all looks the same
  10. KAS is awesome for refineries. You can build the entire thing in EVA, at that. You land your drills/tanks/refinery, then you place pylons around, connect the pylons with pipes. Create a large square as a sort of landing space, and add a port to connect landed craft with and you can refuel right there. Works best on a small body like Minmus since you can use little fuel land and lift from it. Can get by with just RCS
  11. Even though Squad has finally given us some new landing gear (And it works great in combination with tweak scale) This mod is still a must have
  12. Heh, I've modified it and have several different version for several different uses. One for Kerbal transport/station rendevous, One for small probes to LKO, One without oxidizer and an extra drop tank for long atmospheric only flights, and an unmanned drone one with BD Armory weapons for debris clean up
  13. Time to stop posting silhouette pictures and unveil the super duper secret squirrel SSTO that barely makes it into orbit with enough fuel to de-orbit (1.0 Aero). The best part is, it's balanced in such a way that you can change it by putting something between the cockpit and docking port depending on the mission. Crew cabin, another small cargo bay. There's space underneath for a decoupler + Droptank for more fuel for long atmospheric only flights 72 Parts, The Advanced Canard has had Tweak Scale applied to make it larger (But doesn't use Yaw/Roll/Pitch) and 2 Infernal Robotics hinges so that the wings sweep, other than that it's all stock
  14. Any plans on adding something like a RIM-161 SM-3? One was very slightly modified and used to shoot down a satellite not long ago that was about 250km above the surface. I know there's some limitations with how far away something is actually rendered (Unless you use Lazor systems) so you would basically have to 'ride the missile' to its target, and that it has stages it goes through on the way up It would make for a nice little craft to sit at KSC and switch to every time you wanted to zap some debris as its orbit lined up
  15. This is one of those mods that changes and does very little to the game, but creates an impact so huge that you just can't play the damn game without it. Looking forward to future updates, Black
  16. Launch clamps are a must. Just put them in the stage above your launch, activate engines, let it stabilize from shaking, detach clamps. Everything falls over for me without them. Whatever you gotta do to unlock them ASAP, do it
  17. Does anyone have the 1.0 aerodynamic config numbers so I can revert the changes made in ##.1/.2 ?
  18. Aside from minimal use of Tweak Scale for nose cones, and the KW Rocketry SRB's, it's stock. Based the orbiter off a shuttle craft I saw screenshots of, far less parts used, too. Flies like a dream
  19. Nothing worth toss in my log, but I have a screenshot to show my issue I have these engines angled pretty steeply on the craft, and they have quite a gimbal. As Mechjeb tries to orientate my direction of travel to line up with the correct heading it's aiming for (I'm heading maybe 2 degrees, but it wants to head 0 degrees), instead of Yaw'ing and using the engine's gimbal to do it, it banks (As you can see in the screenshot) When it banks, because of the angle my engines are attached, it just pushes the direction of travel even further off course, causing even more banking. Using Force Roll works to keep it level until you get to a certain angle near the horizon, then it just wobbles until it breaks itself apart It's no where near maxing out it's constraints, plenty of wiggle room all around to orientate itself
  20. I used to be able to do a de-orbit burn and aim for 20km short of the runway to glide in. Now I have to do the burn much earlier and aim for 150km short. Quite the difference the new update makes
  21. I see a weird issue where MJ likes to try and roll and use banking to adjust trajectory (Ascent autopilot) rather than yaw at all
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