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Gargamel

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Everything posted by Gargamel

  1. Plausible, but seems to be in a weird location, on the side of a mountain. Very plausible that a large landslide would expose such a deposit, but I'm no geologist, but that seems like an odd spot for such a deposit to have formed.
  2. Wondering if there is a mod out there, or if not a request to make one, that shows what contract a tourist is attached to in the VAB. When you have the Crew tab open in the VAB, all the tourists show up at the bottom of the list. If you mouse over a Kerbal, it shows it's class and abilities. I would like a mod to also include the title of the contract that a tourist is attached to. So when I'm populating the ship, I don't grab the wrong tourist, and I don't have to keep bouncing back and forth between the contract list and the kerbal list.
  3. I find that kind of surprising. For values that you don't want to ever be negative, why not force an unsigned int? Unless of course, the devs asked themselves "What fool would even reach that high of a value? Let's leave it signed so we can have easier error handling!" And the player base responded "That fool would be us! Challenge accepted!" If I have learned anything from playing KSP, is that the devs have designed this game to perform pretty well at reasonable activities, and us fools have shown them time and time again, that we do not do reasonable things.
  4. I do not have a link, but a search in the mod release section, or on Spacedock, or even CKAN, should turn up some good results.
  5. F=MA. Big chunks of steel have more force to them than little shards of diamonds, at the same speed. You would need sizable diamonds to make a difference, and even then, the same volume of steel may have more mass than a diamond.
  6. If the Multiverse Theory is true, there should be a universe where it is not?
  7. Lemme go digging.... some are old links, may have to find the new thread: [1.3.1] ResearchBodies V1.9.6 (8th Oct 2017) - Add-on Releases - Kerbal Space Program Forums [1.2.2/1.3] StageRecovery - Recover Funds+ from Dropped Stages - v1.7.2 (June 01, 2017) - Add-on Releases - Kerbal Space Program Forums [1.3.1] RoverScience Continued - Better, interactive science for rovers! - Add-on Releases - Kerbal Space Program Forums [1.3.1] Kerbal Launch Failure Revived - Add-on Releases - Kerbal Space Program Forums [1.3.0] Launch Numbering 0.4.0 - Add-on Releases - Kerbal Space Program Forums And final frontier... I don't have a link! But FF is one of my first mods I throw into any new career game. Makes the game feel so much 'fuller'. They are all mods that just give the game a bit more personality and twists. Stage recovery and Launch Failure just force to tweak your design process some. Launch Numbering just is a cool thing that adds a bit of realism to my game.
  8. Case weighs far less than a probe core. And I mainly do this for rescue missions, where the mass of the vessel I have to return is variable, and I might need all the extra dV i can get....
  9. Oh, I don't have a link, but I have played with some the ship parts mods. Entire ship hulls in 3-4 parts. Take a look at those.
  10. What is this Mod manager you speak of? CKAN? And we'll need the KSP.log, it shows the errors that are causing your crashes: https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  11. That log won't tell us about what is causing the issue, we'll need the Ksp.Log for that. Where it can be found is in the sticky at the top of the forum: https://forum.kerbalspaceprogram.com/index.php?/topic/83212-how-to-get-support-read-first/
  12. None that I can recall. I did have a working Canadarm back in, oh 0.24 or so, but I haven't played with them for a while. Look around, theres some work going on with hinges and rotation and stuff, specifically for arms there.
  13. I'm checking now, but I believe there are two downloads in the store, one for 32 bit and one for 64 bit. Yes, there is a link for Win (x86) and a link for Win (x64). Make sure you download the 1.4.5 x86 version.
  14. Try giving this mod a whirl: You might have to wait a little bit for @linuxgurugamer to update it (check his massive list of mods he has to update for it's status) to 1.5, but it might fix your issue. Maybe not, but it can't hurt to try. I know you're running stock, but I really don't consider mods like this to be a "not stock" game. You can also can try upping the priority of the KSP.exe in the Task manager in windows, that might help some. How's your RAM usage look? Does it do it with just high part counts, or when you are just starting a build too?
  15. There have been working arms in the past, and I believe there are some in progress. Check the WIP mod threads for more info.
  16. If you're a MJ user, the mechjeb for everybody or everything or all or something mod changes every command pod and probe core to already have the MJ module included. The only time you'll need to add the MJ module to a craft is if you plan to fly a command pod without any crew. It helps save on part count.
  17. Sort of OT, as we're talking liquid fueled engines designed for space flight, but I watched this last night on the Nuclear air breathing engine:
  18. Also look at some of the welding mods, reduce that part count. Might weaken your armor some though, as one part may take less heat than a bunch of them.....
  19. So, to answer this guys question..... Go into your KSP Store account, login, go to the downloads page, pick 1.4.5 and download that. That is the last KSP version that supports 32bit. Doing that will be much easier than installing a new OS. I don't know how it works on GoG though.
  20. Maybe I'm just jealous cause I don't even get a green clock on the pad. ^ No idea how that happened, hit a key a few times and a bunch of quotes appeared. Not even sure which key!
  21. I thought that for years, but the default HUD on KER is so much better. I do run both, and have premade 'huds' for MJ for Space, Flying, and driving, but I've pretty much gone with the KER hud for space. I think that's where the Hate comes from. It's one mod, and It can do everything for you. I bet if they released each module as a possible separate mod, then a lot more people would be using it, or least part of it. I doubt it would take up that much less space, but some people would like to say they only use it for docking, cause I've done it a 100 times manually.
  22. I know there are mods that play with budgets, and I know there is a mod that works funds on a monthly budget system, but I don't remember any names.
  23. Crises and budgets don't change geography.
  24. That's also because they are dealing with a 1 member design committee with a budget of ~$30, while NASA and friends have how many people and how many dollars to spend? One is far easier to manage than the other.
  25. That oddly looks like you have the internal view button clicked, but it's bugging out. Try cycling that button. I'm drawing a blank on the technical term for it, but it's the single button next to the kerbal portraits, that basically let's you look into the vessel from outside. I would also dig back through the mod thread to see if your issue has been resolved there.
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