pilfit
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Bottle Rocketeer
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[WIP] Nert's Dev Thread - Current: various updates
pilfit replied to Nertea's topic in KSP1 Mod Development
Ah, I did not know Nertea also made Cryogenic Engines. Should have read the above comments a bit more carefully. Still, slush hydrogen might be a fun idea for NF. -
[WIP] Nert's Dev Thread - Current: various updates
pilfit replied to Nertea's topic in KSP1 Mod Development
Just an idea and I might be totally not understanding this but why LH2 tanks? This is near future stuff, maybe slush hydrogen is a better option? Or a later game alternative for denser H2 storage. -
I would leave the wheels where they are in the tech tree but move the tracks and repulsors to the next node up... I think its called experimentalMotors. As for cost they all could use a boost, I would say about 1000 for the med wheels, 1500 for the large, 4k for the tracks and 10k for the repulsors. Not sure about the repulsors really, they are a bit OP but fun, maybe even more higher cost? These are just what I am using right now based off part cost for the stock wheels.
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Why do people always think career mode support is hard? All it is is a price for the part and a tech node... I think this mod has that already. If its not balanced the way you want its not hard to change. Far as I can see this mod has support for career mode, I am using it there, but its balance is a bit off. For my install a boosted some costs and moved the parts to a higher tech node, took me about 3 mins.
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Any chance of a 3 man lander can in SXT? Always looking for a good one and never find a good one, only one I know of is ALCOR and that one gives me problems.
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I think I found a problem with the ALCOR Monkey Rover Pod. Every time I try and use it, even if its the only part, it locks up my game after a few sec. I tried to get an error log but the way it locks up I cant get much. "NullReferenceException: Object reference not set to an instance of an object" was filling the log screen when it locks up and as it sits there locked up the ram use of KSP go's threw the roof tell it crashes. Dont know if its a bug with the part or a conflict with another mod. Mods I am using that are plugin heavy or effect command pods are Deadly Reentry, FAR, TAC life support and KSPInterstellar-v0.11. Hope that helps. I just installed the original ALCOR mod and made sure to get all the dependent mods, that one also crashes so I am guessing it is a conflict or I just have something installed wrong. I could not find any posts on that mods page about the problem I am having. Any one else having problems with the ALCOR pods?
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Are there any plans to add more functionality to the big hab module things? They look really cool but are mostly just very heavy weights with no use. Not sure exactly what those functions would be... As some one that uses TAC life support I would love to see large resource storage for those but I know not every one wants to use life support mods, maybe optional configs for that? Easy one would be the stock science lab, could add the functionality of that to some of them.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
pilfit replied to Fractal_UK's topic in KSP1 Mod Releases
Is there a way to stop this mod from bugging me to update the techtree? I just lost 2 hours of progress when I hit the wrong button on that because I am using a dif tech tree and it reset it back to the interstellar tree. -
I use a Module Manager config to get all the parts in career mode. Makes it nice and easy just make sure you have the module manager .dll installed, most mods now days come with it so you probable do. Make a config file, just a text file with its extension changed to .cfg put in it You can change the tech required to what ever you want, this on sticks it at the end of the tech tree seeing as its all advanced stuff. What it does is any part you have installed without a tech requirement will be added to that node. Easy way to handle WIP mods that don't have career support yet.
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Think I found a bug with the Orion pod. Looks like it cant store science. I used it for an asteroid capture mission and when I tried to get back in the pod with my sample it said it could not store the experiment. There is also no option for making crew reports. Guessing its an old config from before the career mode update. I know that pack isnt really setup for career mode yet but figured I would let you know.
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Having a bit of a problem with the Orion pod, its texture is messed up. I think its a problem with its normal map and the Active Texture Management mod. It looks fine up close but go's all squirrely when you zoom out. All the other parts look normal as far as I can see. Sorry if this has bin asked before. I went back about 10 pages and didnt see any thing about it.
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
pilfit replied to Fractal_UK's topic in KSP1 Mod Releases
Well I am using the fusion reactors for it and it has bin upgraded to a hybrid but other then that I am not sure. It only happens if the engine manages to fully flame out, just spitting sparking is not enough, it has to lose all thrust and stop sparking. It can be hard to make it stop sparking if you only have 1 intake per engine. I dont know why that is... I tested it with both vanilla and B9 intakes, same thing. -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
pilfit replied to Fractal_UK's topic in KSP1 Mod Releases
Think I have found a bug in 0.8.1, if at any time a Thermal Jet flames out it will not start back up again. Switching to another fuel (hybrid mode) wont work either. Tested it on the runway by turning off the intakes then back on and they always say "deprived" of what ever fuel its trying to use. I was using B9 intakes at the time and I also have FAR installed if that helps.