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Gaius

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Everything posted by Gaius

  1. Suggestion on the VASIMR engine: you may want to add the following two lines to the config file: breakingForce = 200 breakingTorque = 200 If not specified, the defaults for these parameters are comically low, well below what is needed for 2.5m parts. Had the engine just plain fall off during stage separation a couple times... That aside, it's a beautiful engine.
  2. Note that the config files are looking for a directory called "KWRocketry", but they're located in a folder called "KW Rocketry" (with a space), according to that first line you pasted above. If you rename the KWRocketry folder, you break all the configs that reference it.
  3. The nuclear engines take a few seconds to get to full power, too. This is not a bug. If you edit the configs, you can modify this behavior...
  4. There is no debug mode to disable. Ace has confused this mod with Extraplanetary Launchpads. Without knowing how you did that, it's hard to say, but since it normally works, that would be the first place I'd look to see why it isn't working anymore after you made those changes (whatever they were). Or just reinstall the unmodified plugin, and at least verify whether the bug occurs on the unmodified version as well.
  5. I believe that's correct. From the official rules: They specifically except the "stuff in the Parts folder". Unfortunately, they wrote that before reorganizing how parts and mods are organized on the disk with the new GameData folder, leaving it now somewhat ambiguous (which "Parts" folder? The new one under GameData/Squad? Only the legacy one? Or do they really mean everything under GameData under the new scheme?), but I believe the intent is more or less as you describe.
  6. I don't think it's a bad download, rather, the two different packages ("uploads_2013_09_KW-Rocketry-v2.51.zip" from SpacePort, vs. "Release Package v2.5.rar" from MediaFire) actually have different contents (download and see for yourself -- they're different). There is no "Ships" folder in the former. Whether there are other differences between 2.5 and 2.51, I know not...
  7. Check the error log. It usually says when parts fail to load and why...
  8. Those new side tanks are beautiful. Absolutely beautiful... Great to see this back and in true kick-ass style.
  9. lolwut? They're precisely one quarter the thrust of standard, and precisely one quarter the mass. That's perfectly balanced -- exactly, precisely identical balance to stock. Did you really just call them "overpowered" because of how they *look*?! lol... you can certainly complain about not liking their visual size, sure, but "overpowered"? Yes, indeed, their thrust to weight ratio is standard, but look at that thrust to pixel ratio!
  10. Ah, you either have two ISA_MapSat directories then, or you installed the one in that location rather than the other. In the latter case, you can either move it, or just make the link in the other place. If you have two directories, you'll have to figure out which one has the "live" data and delete the other. The important thing is that one of the two locations have the directory and its normal contents, and the other be a link back to the first. It doesn't really matter which is which...
  11. The Buran was obviously superior, it had metric controls. /ducks
  12. You can move them to different categories, e.g. fairings under Aerodynamic, fuselages under Structural.
  13. If you're using 3.3.4 (which is what I would recommend, the 4.0 dev build isn't really ready for prime-time), you probably want to do this: http://forum.kerbalspaceprogram.com/threads/9396-0-20-ISA-MapSat-4-0-Dev-Build/page97?p=383709#post383709 That prevents it from losing its maps on exit.
  14. Technically, they don't. The imperial system was established by British Weights and Measures Act of 1824, at which time the US had already quit the Empire. Although substantially similar, the US customary system is a different standard, and differs from the imperial system in a few areas. This is why a Canadian 12-oz. bottle of beer is 341 mL, whereas an American 12-oz. bottle of beer is 355 mL. If you like beer, you want a US ounce, not an Imperial ounce. [Or get canned beer -- Canadians use 355mL cans these days...]
  15. Note: Reaction wheels consume power now. The AR202 is the only thing consuming power if and only if you don't turn your ship. If you try to move, you're not gonna get 20 minutes...
  16. Yes, but it says "and", not "or". If there's no release, this thread belongs in "Add-on development".
  17. Yeah, the reason for removing previous versions is, the location of the parts files has changed, so if you don't do that, you end up with two copies of each part. But you can move the location of part files without hurting ships in flight, as long as you don't change the internal name of the part, and those names are indeed unchanged.
  18. It's fully completed and perfect for use in the current version. Squad relaxed the requirements for where mods can read/write data a version or two ago, so the problems you're talking about are nonexistent. The current scheme for where subassemblies are stored will probably continue to work even after the game is out of beta -- not that it will matter, since this is becoming a stock feature on the next beta release, so there simply isn't a question of potential future bugs. If a bug doesn't already exist in this mod, it effectively never will. We're already playing the very last version of KSP this mod will be used with.
  19. There's no difference in the parts, just the plugin. You can switch back and forth between versions without hurting ships in flight.
  20. ...and was strongly influenced by ALGOL, initially created in the 50's. As Tony Hoare once quipped, ALGOL-60 was a vast improvement on most of its successors. Although if we wanna go back to the 50's for computer languages, I prefer LISP...
  21. Just one problem -- the lights now slightly hover above the surface of the craft they were previously firmly attached to. However, this isn't just a problem for old craft -- newly placed lights also hover... more noticeably when placed on flat surfaces (against curved ones, radially placed items tend to "sink in" a bit, due to physics shapes being a bit simpler than visual models).
  22. It should be noted that, since the great rescaling that occurred a few versions of KSP back, what Absolution is calling a "2m rocket" is 2.5m, and what he's calling a "4m rocket" is 5m, due to the standard 1.25 rescale factor.
  23. It is if the SOI body defines the game universe. The other sense of "universal space" makes sense talking about the real universe, but doesn't really exist in the code. It's an abstraction we insert into the virtual reality in our own minds -- in reality, Kerbin doesn't actually rotate in universal space, the star-sphere rotates around it while you're in it's SOI. It's a "keocentric" model in the reality of the code (at least while you're in Kerbin's SOI). Tycho's answer to Copernicus' heresy, made virtual reality... but switch SOIs, and the universe changes...
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