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jfull

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Everything posted by jfull

  1. Thats probably alright, yeah, though I do want to show you one thing that might give a little bit of inspiration Link Scroll down and there's some concept art of his design's "bridge" module
  2. Well, I would imagine it might just be the same shape as most bridge modules in star trek. I actually just had an idea though, maybe it could be a rather large saucer shaped part (3m+), that could be placed similar to the lander cans (with the crew looking out horizonally rather than forward). But there would also be a second adapter part designed to allow it to be placed facing forward, with a 2m connector at the back. Sorry if this isn't clear, its hard for me to describe without any way to show it visually.
  3. Not to distract you from your projects, but do you think you could create a large command pod that uses the Stargazer's bridge IVA? It would be really awesome to be able to use it with other craft.
  4. Thanks for the input guys I actually ended up having to redesign a bit after I realized that it wouldn't actually fit in the payload bay I want to use to hold it. Now I'm trying to work out if its still possible to replace the aerospikes with the nuclear engines
  5. I actually already made that change You're sure I won't need the power? I know Duna's atmosphere is thinner and the gravity weaker, but I don't want to underestimate the power I'll need to lift off Edit: I've been experimenting a bit on Kerban, and I think I'll end up using 2 Aerospikes on the lander. I know I could get away with one, but I'm gonna use the space between them to mount a Rover
  6. I'm pretty familiar with KSP, but one thing I've never actually done is take off from another planet for a return trip to Kerban. I've also never actually landed anything on Duna, so I don't have a feel for its atmosphere. This is a lander design for my next mission to Duna, It needs to be able to take off and return to orbit, then dock with my transfer vehicle to go home. Does it look up to the job? Also, between the de-orbit and the landing, am I going to use up enough fuel that it would be worth it to add some Kethane processing parts to refuel it?
  7. Are Orbital Launch Pads currently possible with this mod?
  8. Oh nice, I turned the textures down to Half-Rez, now everything seems to be working fine. time to explore the Mun some more
  9. Alright, I'll look into that I might just want to try turning down settings first though...
  10. I've pulled out quite a few of the parts, but this mod is still causing my game to crash whenever I try to load my Mun base anyone maybe know why?
  11. I've actually already made that modification, I'll test fly it later
  12. Anyone have any tips for this 2 stage to orbit ship I'm building? I'm not the best at spaceplanes my first test just kinda backflipped after takeoff
  13. Reposting also, it did work for a short time while I had B9 installed, it only became an issue while I was descending toward the Mun
  14. I've been having a bit of an issue and I'm not sure what to pin it on. I installed B9 and before that I've been using an updated version of KSPX and the Tri-Hexagonal struts pack. I ended up removing quite a few B9 parts (including those belonging to every fuselage form factor other than S2 and S2 wide) because A) stability issues, and because thats a whole lot more parts than I'll ever use Anyway, after that, everything seemed to run fine, until I brought my Super Heavy Lander in close to the Mun. Now, whenever I try to fly that one particular ship, or any craft close to it, the game crashes. I'm only having this issue when the B9 parts are installed. Admittedly though, its somewhat of a high part count craft But I don't think thats the issue
  15. It turns out my Titan lander works better than expected Thanks again for these parts
  16. I love the Octostruts I made this super heavy lander/Mun base with 10 Kerbals aboard I just hope it makes the landing
  17. hmm, I kept task manager open while running it, and KSP.exe reaches about 1.7 GB of memory when I try to fly something Update: oh, well what do you know, reducing the part count below 300 did make it work Well, off to try out this mod
  18. Well, I have 4GB on my system, not sure how much isn't being used though
  19. Dang, I just uninstalled Kethane, I thought that would help, but apparently its not enough. All I have other than that are a few Bobcat things and a Mk3 cockpit interior. And I already tried removing that last one, didn't help I just checked, and I have 309 parts in the Part folder... is that too much? Also, is there a way to increase the memory available to KSP?
  20. hmmm, from what little I can figure out from the crash report, I think its just an issue of KSP running out of memory for some reason. I actually think I've been occasionally having that problem before adding B9, but now its happening every single time. Anyone have suggestions?
  21. What about my problem? This mod is causing the game to crash when I try to fly anything
  22. Hmmm, I've removed Kethane, Mapsat, and a handful of other things I feel like parting with, but I'm still getting the same problem after I instal B9
  23. I guess I'll try removing B9 for now, then uninstalling Kethane and Mapsat, since those are going to become obsolete soon anyway.
  24. I'm still having a problem after installing this mod that causes the game to crash when I try to fly anything. The other mods I have are Kethane, a handful of Bobcat stuff, and mapsat (partially uninstalled)
  25. After installing this mod, I can build with all the parts in the hangars just fine, but when I try to fly anything (even stock ships) I get a "KSP.exe has stopped working" error, not even a normal KSP crash. What could the problem be? Any other mods known to conflict with this?
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