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Kalista

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Everything posted by Kalista

  1. See I was the same way had KW KSPX B9 and all of those without any issues 8k textures hit and the game refuses to load flipped back to 6.5 now without any issues ( thanks for the link btw did NOT want to go back to a naked kerbin).
  2. I have a small request. Is it possible to readd the old textures to the download? New 8k textures are making my game crash on startup now due to exceeding the 4gb limit ( 6.4 at peek with all my mods was only drawing 2.7gbs worth).
  3. The new inline ones (.625/1.25m) ones are becoming one of my favorites as well since my pods no longer look ugly with 2 radial chutes attached now can just slap that one under my docking port and I'm done .
  4. I haven't used the new parts all that much yet but I'm really liking the radial drag chutes thus far. For me anyways they fit just right on the B9 Mk2 frames better than the stock radial designs IMO anyways.
  5. One thing I have been thinking about. I play with DRE and FAR and with how high you can pop your chutes as long as I don't come in at an extreme angle there's litterally nothing stopping me from releasing my main chute the second i go below 40km. The rate at which it slows me down by the time I hit the 32-30km range I'm going slowly enough that theres no risk of the chutes catching fire making a heatshield redundant. Can you give thought to maybe asking nathan if you can "borrow" his ablative shielding coding and apply it to chutes but name it somethin that has to do with how much of the chute is still intact and functioning. Such as either if the resource is gone your chutes are basicly shredded beon use and are automaticly cut or the ammount of drag they produce is equal to how much of the integrity resource is left? I know I can just house rule myself and not fire chutes litterally the first moment I can but having to think before I hit that button wouldn't be a bad thing especially if it can be disabled if someone didn't wish to bother with it. Heck you could even take it a step further and with all the new parachutes you have spread them across the tech tree denoting where parachute tech is increasing ( early chutes are barely a step above WW2 era tech later ones made of much stronger stuff able to take the higher reentry speeds).
  6. My votes on pods since thats where most of my chutes will go. Chutes on my boasters wont be in view long enough for me personally to care if their pretty or not. edit: Also couldn't it also be possible to duplicate the parts and just change the names so you have one that fits correctly on a pod and one on the tanks or would that just be a PITA.
  7. Or attempting to land a space plane/shuttle in Kerbins version of a hurricane hitting KSP. Heck more I think about it more I want to do exactly that.
  8. Disreguard my report on staging causing a parachute hangup untill or if i can get it to fire on a regular basis. Been trying all day with no luck so far that it may have been an error on my part.
  9. I'll attempt to tomorrow as I said its random doing a sub orbital just now didn't reproduce it but in this save I had 4 different probes do a flyby of the mun and on their return the chutes failed to open and all 4 had the chute and heatshield on the same stage and with no change in design putting them on seperate ones fixed it.Also save before this had a mk1-2 pod fail to fire after a return from my space station and I remember it to had the chutes and shield on the same stage ( was a habit I picked up to ditch as much weight as I could since the old chutes loved ripping my craft apart).
  10. TAC fuel balancer lets you space it. Thats how I've been dealing with my waste so far but there won't be any floating debris.
  11. I'm beginning to believe my staging conflict is DRE doing it insted of RT2. When I have my parachute and heat shield release on the same stage the parachute flat refuses to fire if I put them on seperate stages it stops ( action groups and right clicking the part fails to work reguardless).
  12. I should also make a report now as well. Sometimes (IE randomly) my chutes will completely fail to deploy by either staging, action grouping or just right clicking and hitting deploy. I have a strong feeling theres possibly a conflict with remote tech 2 causing this ( and yes I'm doing all of this while connected and i've lost one manned pod due to the chutes refusing to fire). Not sure if this should go here and RT but just wanted you to be aware of the issue.
  13. I think everyone is looking forward to the 64 bit version . I know I'd like to use the 2 or 3 parts mods i don't already have installed plus a few other mods that right now would toss me over the 4gb limit (ones I already have take priority for me such as pretty kerbin system > scansat/isa tho I would like to have both ).
  14. Change shockwaveExponent in custom.cfg in the DRE folder from 1 to 1.17 if you want reentry to be alot more challenging. I've been running that with far+dre and have had 3 space shuttles nearly burn up on reenty ( as if the things weren't touchy as is to reenter ).
  15. I think its just a personal preferance plus the fact when I first got this mod I already had a lander in the middle of landing on the Mun and was flat blown away with how kerbin looked from the surface ( I got lucky and was lined up where half of Kerbin was on the light side other half was dark and where most of the planets lights are). And about realism while I do understand wanting to make this as "real" as possible ( I have damn near every realism mod this game has out) when it comes to your work i'll take pretty over real anyday.
  16. If your releasing a new version may I make a small request? Since the png to tga change the city lights don't seem as bright is it possible to get them closer in brightness to how they were? I can barely make out the city lights from the Munar surface and I miss that .
  17. Do you have an idea where abouts you would stick them? Having them where Dres's orbit is with a cleared path directly on its orbit and SOI would be pretty neat similiar to how Saturn has some moons within its rings and over time have cleared their path in it .
  18. Would the asteroid belt be just like the rings with just a texture? If so just like my rings request if its possible could that region be made a biome (if it even can be) for science experiments .
  19. I'm the same way fairly new pc and the latest version accually uses less ram than the previous one. Also running it on Win8 just fine with all graphics details at max tho i've noticed the city lights have gotten alot less brighter ( might be my epilepsy since it makes me very light/bright sensitive but I've noticed a big difference there).
  20. Accually I'm fairly surprized how little this mod uses as far as ram. I just counted the number of mods i use (42) and even with this mod running my average ram usage is only 2.9-3.3 gb. Granted most of my mods are informational or immersion but I am running most of the major part mods with only one (B9) needing the texture reduction thus far.
  21. It does for the most part my space plane at mach 2.5 @ 18km always has the mach effects on it till the plane starts breaking 500-700c while using DRE and FAR.
  22. 0.92 accually didn't barf up space computer !!! theres hope I can get it to run and do the crap I want it to before my hiatus
  23. I can replicate it 100% as well but I have also seen it happen with and without DRE ( haven't done a full stock game since .17 but I noticed this bug started in 0.21).
  24. For altitude 25,000 feet would be a decent start (7,620m) could even go down as low as 6,000m as well.
  25. Been playing with every version of DRE since its early days with FAR haven't had an issue pop up yet up to and including the current one.
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