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KSP2 Release Notes
Everything posted by KerbMav
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Integration into the Steam cloud and the option to tell KSP where to save - I think at least the second option could be done for .24 already, Squad? Although I like being independent from Steam.
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Either you meant economically or you are purposely feeding weird pictures into my head.
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Being able to move the results out of the science gizmos back into the pod made the whole thing a lot easier already, no more loosing containers upon opening the parachutes or building wild contraptions to bring back several goo containers, no attaching x thermometers to return readings from everywhere instead of transmitting (especially before solar panels). My beef with career mode is, that the tree is not built to my liking and that science gain increases so vastly. Some things are buried deep in the tree and to get them you have to do missions that yield so much science, that the parts you wanted do not open that much more possibilities. Also I would prefer it to branch out quite early into rocketry, planes, rovers and give usable probe bodies a bit earlier - nothing that cannot be done with a modded tech tree of course.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
I think the menus only show up when you added the first engine. -
Another crash log. https://www.dropbox.com/sh/xwjv88l28c5nm4g/zTRMtTbVOD Found a second (older) Texture Replacer folder named VegaTech - deleted it and the cache folder under BoulderCo - did not help. I am using only a few files for Texture Replacer (58,1 MB), the alternative cloud pack (bringing the cloud folder to 74,1 MB), but deleted city lights. What is weird is, that I am not even using as much part packs as back in .22 - and that everything went smoothly still last week. You say ATM increases memory usage again by adding mipmaps? Edit: Somehow it worked finally. https://www.dropbox.com/sh/sar4dn2t55uvluu/h_Th18pAiw Edit2: Aaand, after flying a bit and editing here, crash to desktop when trying to go to the VAB. It did not create a log this time ...
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My question was about whether rockets using jet fuel was final.
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It does? In which way? You can move the experiments via EVA from the science gizmos into the lander can and in orbit from the lander can into the return vehicle.
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When thinking about gathering resources in space I wondered if we could use the oceans on Eve and/or Laythe, the poles of Duna or maybe Jools atmosphere even to gather oxygen, hydrogen, carbondioxide, water or compounds to extract the needed elements for refining/processing ... the question that made me pause was: If real life rockets (mostly/usually) use oxygen and hydrogen, do KSP jet engines run on hydrogen or do KSP rockets use kerosene - and is the oxidizer even pure oxygen then? Is this aspect of KSP finished or will there be changes in the future?
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Your are not prepared! For me changes to career mode warrent a new save - so preparing for me means to try and finish my goals in my current save - and probably not doing so once more ... but keeps it fresh in a way ...
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why are there people who stick more than one nuke on their ships?
KerbMav replied to lammatt's topic in KSP1 Discussion
Depending on the size of the craft it looks cooler to have more than one nacelle?! -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
KerbMav replied to TaranisElsu's topic in KSP1 Mod Releases
Hm ... is an atmosphere breathable simply because it contains oxygen? -
As of .23 this mod has a cheaty component though. IT bypasses the locking of experiments and you can move everything into a tiny probe body.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
KerbMav replied to cybutek's topic in KSP1 Mod Releases
As far as I know KER cannot display this - and I think it would have to be a completely knew voodoo, as the RCS must not interfere with the displayed values for the real engines. -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
Shot into the blue: Do you use the windows editor or Notepad+ (open source freeware thingy) to open the cfgs? The editor tends to open them with in one long line - Notepad+ uses formatting. If that was your problem at least. And: If I remember correctly, the part.cfg in the part folders is incomplete - for easier updating purposes. You are on the right track looking into the mods root folder! -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
KerbMav replied to Starwaster's topic in KSP1 Mod Releases
Lately I threw an old craft into Kerbins atmosphere - a few attached parts overheated and blew off (e.g. radial chutes), but the stock 3-man-pod got even 200° hotter and survived, seeming to also shield the parts behind it. It had no heat shield attached and flew head first along prograde. The ground destroyed it fine though.- 5,919 replies
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- reentry
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After the mandatory "That cannot be!!111" - but really, I didnt really add much when/since/before the problem started ... I usually spend the first 15 mins. of "playing" KSP with checking and updating my mods - will delete your whole folder and install both mods (this and clouds) from fresh downloads. (What is Release 1-1 for btw.?) The only old version I can think of would be the one in Texture Replacer, though it claims to give priority to the original/this one here. Edit: Using the basic version - for the record.
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KGB Macro-molecular reconstruction in polar orbit
KerbMav replied to Agent86's topic in KSP1 Discussion
Interesting choice of "soundtrack". -
Now-defunct-thread-that-should-not-appear-in-google-search.
KerbMav replied to Cilph's topic in KSP1 Mod Releases
I didnt play much during the holidays, so I cannot say for sure what changed - I still kept updating my mods, but did not play in the end. I had quadrupped crafts once, keep loosing experiments stored in pods seemingly randomly, game CTDed three times yesterday, hickups on starting the game ... really a pity, because mods like RT give actual reasons to do things. -
Duna Lander is in LKO - still missing a ship to get there though. (Waiting for large docking ports.) Kethane site detected on Mun and marked for mining - not all necessary equipment available yet though. (Waiting for Kethane powe generator.) Launching probes to high and low Kerbol orbit - the latter needing a bit more planning. Built a mapping and a landing probe for preliminary readings at Duna - a few more days till a window opens. (Using a dual delivery method by glueing them to the quad-stack-part between to columns of fuel tanks. Luckily they weigh almost the same by pure luck!)
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Argh ... the view of the large horizon will make me install RSS after all ... at a yet not specific time ...
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The last few weeks actually ... I made several missions around the Kerbin system, built a an exploration ship with science lab (to clean out the experiments) and a lander, crew of five: two scientists and three guys taking turns in the lander. Some software glitch struck several times and wiped the databanks clean when new data arrived from Mun's/Minmus' surface ... Development of new technology was thus stalled and it took a while to come up with blueprints for a Duna lander and first sketches of a interplanetary exploration ship. Using Kethane-only-nukes slows me down a bit more, as there is no mining going on as of now. Will have to think about this soon. Communication infrastructure on the other hand is quite well developed, a large array with lots of big dishes and space for six operators - currently unmanned, meant as a backup system should anything happen on Kerbins surface. A trusted LKO sat quartet insures coverage not only for launching missiles and mapping probes in polar orbits around Kerbin and its two moons double as part-time relays. To-do: send a probe carrier to Duna and its moon for preliminary scanning and mapping as well as scouting a landing site and establish basic communications establish mining operations for Kethane on Mun - a bill has been passed to ban (mined, refined) nuclear material and working nuclear engines any closer then a 500km orbit around Kerbin
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[1.0]Vanguard Technologies | EVA parachutes | still works
KerbMav replied to Kreuzung's topic in KSP1 Mod Releases
Download an install: http://kerbalspaceprogram.com/vanguard-technologies-plugin/ http://kerbalspaceprogram.com/vanguard-technologies-eva-parachutes/ https://www.dropbox.com/s/4ddtr2f3y88t5hk/EVALoading.zip