Jump to content

MartGonzo

Members
  • Posts

    776
  • Joined

  • Last visited

Everything posted by MartGonzo

  1. Many Thanks Biotronic Sorry to hear about your job, good luck in finding another soon.
  2. 16 km isn't close enough to be able to switch to the kerbal, I think you need to be less than 3 km before you can take control of them.
  3. Today I repeated a really long flight that I messed up yesterday. I took a couple of fine print contracts (still in 0.25 waiting for mod updates) for aerial recon without realising they were both on directly the other side of the planet. ....so several hours later flying back to KSC I got a little high and fast and burnt off my front landing gear the landing was.. not successful. so today I did it again being careful not to burn anything off in the upper atmosphere. nice partial eclipse in the second shot.
  4. Only RPM interests me out of the list above. for me it would have to be: Kerbal Alarm Clock Precisenode Kerbal Engineer Redux Stock bug Fixes Tweakscale Deadly Reentry (optional) Stage Recovery Kerbal Joint Reinforcement Chatterer Distant Object Enhancement Planetshine Enviromental Visual Enhancement Kerbquake Enhanced NavBall and finally.. Infernal Robotics
  5. very true, I was going to start a new 0.90 save then noticed that tweakscale isn't working (presumably because of the changes to the part categories) and decided to go back to 0.25 until this mod gets updated. not being able to rescale the structural parts especially is just
  6. Any chance of a move and lock option in the action groups? it kind of bugs me that the motors don't stop when using action groups.
  7. Any idea why it works? It seems odd that a fixed size swap file would have any impact on a games memory usage.
  8. I can't confirm this works specifically for KSP because I've always used a fixed size swap file (6Gig, same as my RAM) never done any testing but it's quite a common tweak on performance optimization threads so I'm guessing it is faster. Sometimes you see threads that recommend removing the swap file entirely but I don't recommend that.
  9. I'm not sure what you mean, I can't see a runway.
  10. I was planning a trip to Duna but rapid sea level rise cancelled the launch
  11. Very cool! how did you crew the seat? I'm trying to find a mod for adding crew to a command seat but the only one I could find didn't work anymore.
  12. sorry, I was probably being a bit oversensitive. still seems a bit wrong, but maybe that's just me
  13. sorry I didn't realise that the offhand post I made would be commented on so I haven't been following the thread. 'fraid I can't offer any proof exactly and I have no first hand knowledge just repeating something that was mentioned in a documentary about nuclear weapons I watched a while ago. I can't remember what it was called but I do remember it was narrated by William Shatner if that's any help. EDIT - this was it http://en.wikipedia.org/wiki/Trinity_and_Beyond
  14. I'm sure you don't mean to be disrespectful, but we're not talking about actors in a tv show, that clip is footage of real people dying and to see it as entertainment seems wrong to me.
  15. It's not as odd as the word -that shall not be mentioned- being banned given that you can't really talk about the history of rocket science without mentioning operation paperclip.
  16. Can anyone explain what happened here? As you can see the only parts I got a refund from were the parachutes and a weird number for the engine. The parachutes must have deployed because the landing speed was very low
  17. I might be able to help narrow this staging issue that so many are running into. I had this issue a while back and it disappeared when I updated various mods including these stock bugfix modules. I've just been rebuilding a KSP version and after seperating some SRB's that collided with my rocket I realised I forgotten the stock bugfixes. I put them back on and straight away got the staging issue back that requires the player to press space several times to fire the decouplers one by one. It's some kind of conflict between this and Kerbal Joint reinforcement and / or Kerbquake the people reporting this seem to be using those mods just looking over the logs seems like this bit is the relevent lines KSP.Log@Dropbox
  18. hard to disagree with that, what a complete half-a***ed pile of lazy c**p that game was But on the plus side Arkham Knight is going back to the Rocksteady dev team
×
×
  • Create New...