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Railgunner2160

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Everything posted by Railgunner2160

  1. Does the Microwave system only draw power from the Solar arrays?? I'm building some Power Sats and noticed some power draw that would eventually drain the batteries, will adding a RTG cancel that out?? The power draw was about 0.06.....
  2. I take it you installed ALL the folders included with B9, including the ExsurgentEngineering one, correct???
  3. As of the latest version the debugger part no longer has any use, the debugger has been built in to the programing. All you need to do is add a line to the settings.cfg to enable degugging, add Debug = True to it, it'll enable the debugger in the map view menu for kethane....
  4. Yeah, Mechjeb is really trying my patience as well, I've literally watched 3 episodes of Sword Art Online while waiting for it's sorry ass to dock, And I've got a monster of a machine that runs Farcry 3 at max settings at 50-60 fps......
  5. Been using Mechjeb since I got the full version of KSP and just wanted to say thanks!! Also any news on the docking autopilot?? Currently even when I tell it that the limit is 10m/s it just dawdles along at 0.10m/s. Takes forever and a day to dock, Though it now seems to use a HELL of a lot less monoprop doing it but still when it needs to do something like back up to get aligned with a docking port it'd be nice to be able to tell it that it can go faster.... (also letting it go faster might help with tending to just sit there spinning by letting it have more power to work with......)
  6. I've been mucking about on minmus and so far about 10 Fatman90's from the Nucleonics pack, I can get into orbit pretty easily, I only use up about 2000 units of kethane converting as I go, that's out of 40000 units, so pretty efficient to haul it into orbit and refuel crafts there in my opinion. Also since I use OrbitalConstruction Redux I can now make rocket parts so hauling kethane in it's raw form does double duty for me.....
  7. That worked, thanks. That was a little confusing so thanks again for the help....
  8. I do have hyperedit, but I didn't use it. The only thing I've used is OrbitalConstruction Redux to build my kethane miner.......
  9. Hadn't seen that, haven't checked the page lately. Last I saw the older fatmans were still up...... Thank you for informing me....
  10. Anyone else notice that minmus sometimes jumps back in it's rotation and orbit?? It's about an eighth of it's rotation..... Never been to minmus before, just wondering if it's a bug with the temp scaledform fix.... (I'm scanning at 1000x) Edit: Hmm, okay seems i was wrong, Minmus seems to be randomly speeding up for a moment then rubberbanding back to it's proper position, anyone else noticed this behavior??
  11. They are indeed from B9 Aerospace, however it's important to note that Lack resized them. They're huge straight out of B9.....
  12. It's another fatman, but the pack it was in has been pulled by the author pending updates, even the older fatmans have been pulled atm...... Don't worry, they'll be back eventually. The author has been making huge improvements.....
  13. Sry, was responding to Viperwolf on the previous page. My page didn't show any other entries and I just woke up so again, sorry...
  14. There's your problem right there, adding mods eats up memory. With only 2gb of ram your hitting the memory limit for your computer. Your rig has to share those 2gb's with both KSP and the OS+Background Programs.....
  15. I made the switch to NP from KW and the difference is amazing, the engines actually have proper fairing for use in decouplers and the pack is nicely balanced, combined with the lower memory usage it was worth the switch.....
  16. NP and KW are both very large memory footprint wise, I removed NP and just stuck with KW because with both it was crashing every 2-3 launches......
  17. Ya, I tried building an orion straight away to go to eve, Spent 6 hours or so trying to get it to the point it wouldn't blow up on the launch pad..... I did eventually manage it, ran out of RCS fuel though and had to restart the mission.....
  18. Use a probe core under your pod and make sure it's being controlled from there. I've had a similar problem before with removing crew and then it reverts to the next command-able core or pod. Often times I'll slap a core on a radial mount and when it reverts it'll use the probe core's axis' to determine which way is "Up", Can't tell you how many times that has happened and my launch has gone bat**** crazy. Sounds like whatever mechjeb unit your using also functions as a command source, yours wouldn't happen to be on the pods sloping sides now would it???
  19. Umm, I sorta mentioned the KW Rocketry tanks in my post, and NP is a little to taxing for use on top of the other mods I use....
  20. I know one of the cockpits in the B9 pack(The one that looks like the shuttle) has RCS thrusters built in, plus it's lighting animation, turn's on and off just like the RCS blocks.....
  21. I have the same problem with the KW monoprop tanks exploding left right front and center even with normal rockets, for whatever reason Monoprop tanks seems to be really weak, at least the inline ones........
  22. The new 20MN Array is very Nice, Hopefully we'll see some Higher MN arrays before too long......
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