abrr2000
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Everything posted by abrr2000
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
abrr2000 replied to bac9's topic in KSP1 Mod Development
boy do I feel stupid. thanks for the help. -
[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
abrr2000 replied to bac9's topic in KSP1 Mod Development
editing the parts is working fine for me. but nothing will attach to the wings. which pretty much means I can't build anything meaningful. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
abrr2000 replied to DYJ's topic in KSP1 Mod Releases
I wish this mod didn't break every time the game updates. But short of rewriting the whole thing to use the games inbuilt fairing creation tool I can't see this happening. Whatever happens, here's hoping this essential mod is updated soon. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
abrr2000 replied to DYJ's topic in KSP1 Mod Releases
I'm thrilled to see this mod usable again. (jumping for joy would be an accurate description) as I can now build my jump jet sea plane, that I'm hopeing will be space worthy. I thank you for your hard work from the bottom of my heart and wish you a merry xmas. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
abrr2000 replied to DYJ's topic in KSP1 Mod Releases
so... we need a new button for Root ® how about Base ( makeing it Top(t) Grab(G) Base( all in a nice neat row down the keyboard and an easy button to remember. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
abrr2000 replied to bac9's topic in KSP1 Mod Releases
I just took a mission to EVE with stock air intakes (MX-G50 Radial Air Intake) and (R1A Compressed Air Thrust Nozzle) there is plenty of air, but they won't run. I thought I should point this out as something that should be addressed at some point.- 4,460 replies
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
abrr2000 replied to DYJ's topic in KSP1 Mod Releases
problem : Procedural wings will not connect to the hull of a ship, and stay transparant. Solution : 1) update ferrum arospace. if you have an older version than is current, this could be interfeering with this mod 2) go to page 92 of this thread and download the replacement .dll apparantly the current .dll is not fully compatable with the current modloader. I did these 2 things and my game is fixed. also. I feel I should point out that certain individuals with this problem and others should consider there words more carefully. as this and all other mods. is FREE! be a bit more respectful to the guy who is doing all the HARD WORK and letting you share in the frits of there labor. p.s. thank you for creating this mod. I simply can't build a plane without it. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
abrr2000 replied to DYJ's topic in KSP1 Mod Releases
I just updated to the latest version of this mod, and now whenever I try to attatch these parts to a ship they won't attatch and the game breaks. is there a fix or a copy of the previous version I can download (where this issue did not occur) -
bump (because of obviousreasons)
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hmm. you know. I'm not entirely sure. let me go check... hmm... computer says yes.
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B9 Aerospace price fix download http://www.curse.com/ksp-mods/kerbal/222644-b9-aerospce-price-fix Description this little mod reprices the B9 components and fixes a few other minour errors I found while going through all the parts... - price fixes the value of B9 components no longer made sense. Every component has been repriced by comparing it to the price of it's nearest vanilla equivilent. many prices have gone down, but eaquelly, many have gone up. so if something seems expensive. take a good look at what it can do before you complain. (it took me 2 days to go through it all) - D25 cockpit fix (tech tree) this cockpit did not show up on the tech tree due to an erroneous data entry. I'm amazed no ones fixed this already. - note block moved (tech tree) even the most basic of space agencies give there pilots notes on the ship there about to fly, and when your starting out is when you need to take notes the most. so I moved it from the end of the tech tree to the beginning. -catagory fix some components seemed to me to be in entirely the wrong catagory. this optional fix moves them to more sensible catagories where they will be easier to notice for there intended purpose. for eg. the ladders are now with the other vanilla ladders. *note you will still need to download the 0.24+ firespitter plugin and ModuleManager.dll if you have not already *note2 obviously you will need b9-aerospace-repack installed as well.
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Rocketry deals with stupidly large numbers. and in order to break down such huge numbers comas are added every three didgets to enable there hugeness to be gathered at a single glance, for example 656164.00 656,164.00 the seccond number is much easier to gauge at a moments glance, rather than having to manually count the didgets yourself each and every time. I mean, if my rocket costs 1536313.00 is that cheap or dear? I have to work it out. but displayed like this 1,536,313.00 suddenly the answer is crystal clear. such a change is so small and would have such a huge impact on the easy of using currency that It should deffinately be added to the game ASAP
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thank you, that would be great
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Hi. I was trying to set up a probe network and discovered that the Orbital gauge no longer has the ability to display orbital period. which is prittey vital information when you want to make sure things don't get out of sync. can you please put this back as an option.
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after having used this mod for quite some time now I must say this. you can remove it from my KSP environment over my dead body. The amount of grief this has solved is immense. and if nothing else, this mod deserves a bump. if you're still paying attention to this thread "the lone wolfling" I have a few notes from using the mod a lot and for a long time. note 1) I changed the name of the parts in the .cfg file to include the word "balance" or "transfer" this made using the mod a ridiculous amount more user friendly. note 2) the fuel transfer pipe is much too fast for space station refueling purposes. note 3) RCS powered balance pipes have yet to prove of any use except for draining tons of expensive RCS fuel. note 4) re textureing the balance pipes to plain blue would be more than sufficient for the needs of this mod texture wise. also. I would like to add... thank you for making this mod.
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I'd like to suggest simplifying the power systems, as I know from experience that a complicated power system is a frame rate killer in KSP. 1) everything does not need a battery. when generating or draining power KSP must move it from or to any available batteries. the more batteries it has, the more complex the maths becomes. and lets face it. space stations simply don't need 20 tons worth of batteries. all they need is enough to get them through the short night time cycle. as such I would suggest limiting the components with batteries to the key modules only. AKA utility, observation and possibly node. 2) simplify the power draw. for example the utilities module is both generating and using electrify. adding and subtracting power from modules that are permanently on within a single unit is a waste of KSP's processor power. instead combine these number inside the cfg file, rather than making KSP do it hundreds of thousands of times in game. other than the utility and observation, the only real power draws worth simulating constantly are the habitation module and the science module. Habitation, because you want to recycle that air. science because science takes power. however I added all the power drain on the science module to the lights, because you only do science when the lights are on ^^ 3) remote tech control with no kerbals (not power I know, but still something that needs adressing) the utilities module has remote tech command built into it. this is great. however with a min crew requirement of zero this essentially breaks the whole point of remote tech. It should have at least a min crew of 1. or if your going to stay true to the mod, that number should be raised to 2
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shame there's no way to turn the cameras on or off in game (for non command modules). after all, you can EVA by right clicking a hatch. this also works with the new docking ports if you set them right. however you cant get in via the new docking ports because there's nothing for the kerbal to grab on to.
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after you mentioned about mechjeb I wondered if this was the cause of the Lag on my ship, so I decided not to wait and strip it from the .cf files. and while I was there I noticed something odd. your not using the SAS system or standard RCS. instead your using permanent torque which uses no resources at all. neither of these were the cause of my lag, though removing them did help a little. however I did find it odd and not just a little bit cheaty. especially as I prefer to know where my magic torque is coming from. is it supposed to be a temporary thing?
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If you're going for a realistic tug based construction then the modules simply don't need it. and adding control units to anything other than a command module would triple a modules production cost. (for when career mode becomes available) Moving MechJeb to a radial mounted module would be beneficial to everyone. for those who don't have MJ, there game would not be trying to load modules that don't exist (unecisary processor drain). for those that do, it would mean a lower component count. (component count affects game speed as well as part count)
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have you looked at the nautilus pack? it has the exact same styling as the fus tech stuff and looks great when used in unison with it, merging perfectly. however the pack in question has not been updated since 0.18 and is very hard to find so here is a link http://kerbalspaceprogram.com/0-18-1-mpss-nautilus/ the pack includes an inflatable rotary section for crew (no crew capacity though) and a host of other highly useful stuff) if these 2 packs could be merged it would create the ultimate in space station building kits. I'd also like to suggest changing many of the components from being command capsules, to being the equivalent of a shinny "hitchhiker storage unit" at the moment kerbals can pilot a ship from there beds or the space toilet. (last I checked kerbals could barely fly from a pilots seat) In addition, tracking the internal view of the dozens of capsules needed to make a space station makes unnecessary hard work for the game engine. the loss in controllability could be simply replaced by a fustech reaction wheel, and building could still be accomplished by a dedicated construction ship/probe (like I use for construction)
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This is the craft file. it's a ship designed to launch heavy, large cumbersome or wobbly things into orbit safely. https://hotfile.com/dl/234999911/d00dbbf/Mega_lift_1.craft.html It's the last stage that has the balance system on it, because it is crucial for it to be perfectly balanced for it to fly. also, you may need the B9 pack. It works perfectly without the solid rocket booster mod installed, and falls out of sky with it installed. (note I also applied the feram arospace fix)
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aww man. I hate to be a downer, but I discovered that the SRB's you linked to, cause this mod to behave irratically http://forum.kerbalspaceprogram.com/showthread.php/38597-Advanced-SRB-WIP-v-3-by-Kerbal-Science-Foundation-20-2 it starts pumping unevenly and actively unbalances ships that without the SRB's installed, ballance propperly.