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CreepyD

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Everything posted by CreepyD

  1. I'm in perfect agreement as well, and in the same boat as you Monkeh, mooooore! There is one large company (Epic Games) who is embracing modding and I'm excited to see this kind of thing get back into AAA games (as it used to be!) - so many games come completely locked down these days, it sucks. Basically their next Unreal Tournament game is going to be free, with the base game being made by them, but the content all being made by the community! Cash flow will come in the form of end users selling their mods for small amounts and them taking a cut. Could be nice days ahead for all games when it comes to modding if that succeeds as companies will start to open their games to it once again
  2. Please don't start a post with "Good news everyone!" I was like, oooh!! Then baaaahh when I read on.
  3. I notice someone else asked this, but no answer yet. I love the look of this, but will it work with other custom science/biome mods? e.g. Better than Starting Manned? From looking at it I would say it's possibly just reading the science file, so if those mods change it, then it could just work?
  4. That gif of hammering F5, that made me chuckle as I'm similar for the past few days I have lots of holiday left, I might even take a day off when it finally comes out!
  5. I think something needs to change with either memory usage or Unity before this happens. If I add just a handful of planets with a mod, that's it I'm over the memory limit (without even adding other ANY other mods!) I'd love it to happen though - more options / exploration / challenge is good.
  6. Also I had my KSP time reset once. It was well over 200 hours, then reset to 0, back over 300 now - you're right it doesn't really make sense sometimes. I'd liken devs/modders to this.. The Devs build an office block one floor at a time. Modders fill that office block with furniture and workers. I always play with the BTSM mod, love it and would never go back to standard KSP - having said that I can't wait for the next patch because the new stuff also gets added to mods
  7. Awesome! I even posted a request asking for time controls in the tracking station once!
  8. I once had it happen when I installed a part reordering mod. I loaded a save and it proceeded to tell me every single ship hadn't been loaded due to missing parts (I had NO parts what so ever in game). Gladly I had a backup Easiest thing to do, turn on 'Previous Versions' in windows 7 (I think it's on by default in Windows 8), it will keep many copies of your saves going back a few weeks with any luck. Maybe you could have even restored your saves with this feature..?
  9. From my experience a heat shield projects a cone behind it. For example using a 1.25m shield it protects a 2.5m payload behind it, and even a couple of RCS thrusters radially attached to that placed towards the rear. Experiment a bit re-entering Kerbin.
  10. Can I use this if I already have Krag planet pack? It doesn't appear to work just dumping it in the same place, overwriting. I still only see all of the Krag planets. edit. Ah got it working now. It looked the same as the Krag one so I overwrote it all - clearly something was different as it only worked when I deleted the original folder before putting the CE version and this in.
  11. I have used two on occasion if I want to keep using them to land with. Having 1 at the back is no good because no lander legs are long enough, so I need to radially mount, which of course then requires two. Personally I wouldn't go higher than two. If I need a higher TWR I'll use another engine.
  12. Question.. I have a solar powered microwave transmitting ship, complete with 24 Gigantors and the large transceiver. However I put it into operation too soon, and before I've completed my orbit adjustment (I wanted it just inside Eve's orbit), I'm out of Electric Charge even with all panels open and facing the sun. Problem is the transmitter takes all of it no matter how much is produced, so I can't do ANYTHING, power engines, stop transmitter etc.. The ship is dead, despite it transmitting almost 1MW at it's closest approach. Any way around this? Could I change the part in a cfg file to use 99% of the input power maybe rather than every last drop? (doesn't look like it from looking myself). Less good but working around the issue, I guess I could edit the save file to close it, but would rather a better solution as above. Edit: Ok solved it myself in the end. 1. I edited my save file to disable to the transmitter 2. Back in game I completed my orbital transfer 3. Found I couldn't enable the transmitter - edited the save to re-enable it. 4. MOST IMPORTANT! I turned "off" the batteries (the little button to the right of the bar showing charge) - It wont then use up any power in those batteries, but will keep transmitting power
  13. There are mods to reduce your RAM footprint. I have over 20 mods installed, including big ones like the planet factory (more planets). Can't think offhand which are which though there are so many with odd named folders. I run at around 3GB RAM used, not bad really. Something is obviously clashing with this mod though making my reactors extra large as nobody else seems to have the issue. Maybe I'll have to try adding a resize in the ini of each part.
  14. It's the 4 standard reactors in folders "NuclearReactor1Sphere" and "NuclearReactor3Spheres". Mechanically work fine.. visibly they are way too big, like 2x at least what they should be and overlapping other parts.
  15. I appear to have a problem whereby all the reactors with "Sphere's" in are too large. They are visibly like twice as big as they should be, with the connection spheres being way inside each part. I searched and could find no reference of this, maybe it's clashing with something, I really don't know. I have a lot of mods installed. Can I change something in those parts to reduce their visible size? edit: hm ok there's the "Scale" ini command, but I don't know what to set them to - assume they are ok for others in the latest version? A bit hard to experiment when my game takes 5 mins to load each try lol
  16. Lol Rowns, that had me in stitches
  17. I'd be surprised if only Minmus biomes are added, but we'll see I suppose. I wouldn't have thought adding biomes is very difficult at all, just a bunch of coordinates marking a boundary and a name surely? Still though I'm looking forward to this update a lot
  18. I've been waiting for something like this for ages, it would be great if made. A whole wealth of base building stuff and mods could open up!
  19. Sunjumper has it spot on: I've been wondering why this hasn't been modded yet, unless it's more complex than it sounds to implement. Add this in and let us ramp the physics warp up more than 4x and voila, usable ion engines for everyone, not to mention time savings on other long burns.
  20. Rescue missions are fun! I added mods for grappling hooks and such, as well as movable arms etc so I could try to pull off some really fancy rescue missions. As yet, after a few tries, none have worked but I've had fun trying. I think the toughest one is Jeb waiting next to his crashed pod on Eve.
  21. Wow it's that simple eh? Just tested a v small aircraft and it flew really well first try. Happy ps. how do i mark as answered? can't find it anywhere.
  22. Simple test.. Plane style cockpit, behind that a normal FL-T800 fuel tank. Attach wings to the side - all pointing at the sky of course since I want it on the front of a rocket. The wings simply will not point their lift 'up'. If i rotate the wings, the lift appears to be forwards along the wing instead, other rotations there is no lift at all. I tried editor extensions, but the wings wont fit properly at all then, and still create lift in a funny direction. So the only way be to make part in the SPH and then transfer to the VAB? Although wouldn't the lift direction get messed up anyway when I transferred it? Very Confused really.
  23. Ok never mind then, wont take too long I guess. I suppose the point is that you research something, and then in the final game would have to buy each part from within that node with currency of some kind.
  24. Ok so I just downloaded the B9 mod pack, which comes with 210 parts. I have most of the tech tree unlocked already, but the parts in each node I've unlocked are ofcourse still locked. Do I really have to go through all 210 parts 1 at a time clicking unlock? Please tell me there's a faster way of doing it.. I'll finish my current mission and hope someone has an answer soon
  25. How do I pre-attach something to a winch in the VAB? Just attached two side rovers to a lander, flew it all the way to Duna only to find I had no winch control. (should have tested first!) I can't seem to attach stock parts to any winch part other than the basic winch, but then the winch wont function. Do I have to pick up the rovers in real time?
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