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Gristle

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Everything posted by Gristle

  1. @Lack: Do the kerbals have parachutes when they eject out of the Sparrow CP? If so, how do you activate them?
  2. Only pieces that will surface attach work with the fairings. I use the tiny structural column bit. The IR door hinge washers will stick to the fairings also. I think you can use the I-beam parts too.
  3. There aren't any working links in the OP. You have to search these out on Spaceport. For whatever reason the mod creator can't be bothered to maintain his release posts with current links to his obviously in demand add ons.
  4. ^^This^^ - it looks odd that there is an abrupt change in diameter. If you made the end caps slightly longer a more gradual transition could be achieved.
  5. Can you post a video of your newest creation? This kind of stuff is amazing.
  6. It's a great little add on. I just bumped up the rating on SpacePort.
  7. The tracks themselves are a separate mod. There is a parts supplement on the first page that has LLL track housings. The yellow truck cabs are not released yet. Edit 1 - Link to tracks mod thread: http://forum.kerbalspaceprogram.com/showthread.php/35147-Rubber-Band-Inc-Caterpillar-Tracks-Alpha?highlight=tracks
  8. I agree the abrupt change in diameter left me feeling like these parts were sized incorrectly. Maybe make the endcaps a bit longer so that a more gradual transition occurs and they mate closer with stock body sizes.
  9. Squad really should put some validation code in to ensure their unique identifier is actually unique to the DB before it loads the parts.
  10. No - they will both show up in the parts toolbox, and in some instances you can even pick the modified part out and use it in it's modified form. But upon launching or reloading the .craft it's a crap shoot as to which part you get, modified or not modified.
  11. I found having groups assigned to the same hotkey caused problems. This was especially true if you had an empty group in the VAB/SPH that was assigned a hotkey.
  12. I've seen this once before too. At the time I attributed it to lack of memory as I run a lot of mods and KSP is almost always on the edge of crashing from lack of memory.
  13. My results using a similar system a Starwaster. Entered tracking station loaded Space Station in orbit, Let KSP simulate for approximately 30 seconds, then quit to Space Center, VAB, and cycle through all parts. No Compression: Working Set: 3,485,036 Peak Working Set: 3,487,244 Private Working set: 3,458,456 Commit: 3,648,540 With Compression: Working set: 2,961,108 Peak Working set: 3,018,088 Private Working Set: 2,934,488 Commit: 3,114,288 So on my system I'm seeing about a 500MB reduction in memory usage.
  14. I'll give it a go. I too run as many mods as I can before KSP takes a dump. I've found that KSP crashes with a working set somewhere between 3.6Gb and 3.7Gb. Are there any logs that would be helpful in determining if this is working or what it is doing?
  15. I've seen this also on other parts. It seems if you remove some parts the missing node will reappear.
  16. see this thread: http://forum.kerbalspaceprogram.com/showthread.php/48720-TT-NeverUnload-Vessel-Unloading-Preventer
  17. What do you mean? I usually attach docking ports to the parts at either end of the cargo bay along the ship axis.
  18. Not only scanning but collecting. Put this part on your drill or converter and you can be collecting Kethane on the surface while doing other stuff in orbit.
  19. Have you tried using the Kerbcom Avionics plugin? http://forum.kerbalspaceprogram.com/showthread.php/29387-0-21-x-KerbCom-Avionics-0-3-0-6-Alpha-%2829-August%29-now-with-video%21
  20. I use the Ram part in TT Multiwheels for raising/lowering.
  21. Anyone else noticed the radial CDP trying to tear their ship apart when deploying?
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