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The Space Man

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Everything posted by The Space Man

  1. I don't get ram crashes until KSP goes over the 3.5GB limit, i have mine at 2.9GB using Active Texture Management and i remove parts i won't use so i don't think it's that. I do have tons of mods installed though so it could be a conflict with another mod. Is there any mods that are known to conflict with this one? Mod list.
  2. Anyone else getting increased crashes with this mod installed?
  3. Will anyone be fixing the plugin for proper .23 support? If anyone wants faster tracks you can try these torque curves Max speed Over 100m/s TorqueCurve { key = -300 1.0 0 0 key = -70 6 0 0 key = 0 18 0 0 key = 70 36 0 0 key = 200 24 0 0 key = 1000 16 0 0 } Max speed about 70m/s TorqueCurve { key = -300 1.0 0 0 key = -70 6 0 0 key = 0 18 0 0 key = 70 36 0 0 key = 200 24 0 0 key = 1000 8 0 0 } Max speed about 28m/s TorqueCurve { key = -300 1.0 0 0 key = -70 6 0 0 key = 0 18 0 0 key = 70 24 0 0 key = 200 16 0 0 key = 1000 4 0 0 }
  4. Damn. I guess there's just some things modders like to keep for themselves.
  5. Anyone know if the rovers that BobCat posted screenshots of on this kethane page have been released? http://forum.kerbalspaceprogram.com/threads/23979-Kethane-Pack-0-8-4-Find-it-mine-it-burn-it!-Now-w-Toolbar-Critical-bug-fixed/page331
  6. Has anyone else noticed adding PhysicsSignificance = 1 to a part cfg removes all bend and wobble from that part? B9 panels bendy as usual Add PhysicsSignificance = 1 and problem solved
  7. You could add this to the cfg MODULE { name = ModuleGenerator requiresAllInputs = true activateGUIName = Activate HydrogenGas Generator shutdownGUIName = Deactivate HydrogenGas Generator INPUT_RESOURCE { name = ElectricCharge rate = 6 } INPUT_RESOURCE { name = Kethane rate = 2.2 } OUTPUT_RESOURCE { name = HydrogenGas rate = 1.50 } }
  8. Looks like Lack Luster Labs http://forum.kerbalspaceprogram.com/threads/24906-WIP-LLL-Lack-Luster-Labs-LLL-0-10-7-3-18DEC2013-SXT-0-6-13FEB2014
  9. I've just installed the latest version of toolbar 1.5.2 and the infernal robotics icon has disappeared. Anyone else have this problem?
  10. I've been trying to add the new engine fx to other engines and i'm having some success, but i can't get it to work with the shuttle engines mod. Anyone know what i'm doing wrong?
  11. Dammit, with me being at the limit of mods KSP can handle i had hoped this mod would go easy on the file size department, i've had to remove B9 and KW just to test it. Any plans for a low res version in the not too distant future?
  12. Don't know if it's just me but when i install this mod i get UI problems, for example the blue text that appears when you mouse over the part categories or the Save and Load options appears way off to the right. It also seems to affect the B9 science part that you can write craft information, all the text shows up at the right side. Without mod With mod installed all the craft information text is changed to the right side Anyone know why this is happening?
  13. Ok i tried rapier engine and still no luck. Is this how the .cfg should be TechRequired = hypersonicFlight entryCost = 65000 cost = 5900 category = Propulsion subcategory = 0 title = R.A.P.I.E.R. Engine manufacturer = C7 Aerospace Division and Rockmax Conglomerate description = The R.A.P.I.E.R. (Reactive Alternate-Propellant Intelligent Engine for Rockets) is a joint venture between C7 Aerospace and the Rockomax Conglomerate. Designed to fill a gap in the design requirements for sustainable single stage to orbit aircraft, this engine combines the best of rocket and air-breathing thrust technology. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 MODULE { name = IDKspParticleChanger enableParticleSizeChange = true sizeChangeBySpeed = true sizeChangeWithHeat = false sizeChangeWithAtmos = false changeRate = 10 affectMaxLife = false affectMaxPSize = true } EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true
  14. I'm Probably doing something wrong but i can't get this to work. Just to be sure can the plugin go in GameData/MP_Nazari/Plugins
  15. I've been trying to figure this out myself and so far no luck. This is the problem
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