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User Unrelated

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Everything posted by User Unrelated

  1. My 3 favorite mods are: KW Rocketry - simply adds more booster and tank choices to the game, (along with some other things that I may have forgotten about, or that have blended into what I believe to be "stock" parts) most notable are the 3m tanks and boosters (MASSIVE thrust, but big, and ridiculously heavy) JARFR Tri-hex struts - adds a bunch of structural elements to the game, and a couple fuel and thrust solutions for the new form-factor. I love building stations and probes out of this stuff. Kethane - adds a mineable fuel source that can be converted into many other types of fuel. It isn't easy getting that stuff! none of those, I feel, "break" the game. I used to run a ton of mods, and I noticed how easy the game was getting, so I cut back. Those are the 3 main mods that I run, alongside a couple more utilitarian mods, like one that adds more xenon engines, telemachus, and chatter.
  2. It might just be something I did wrong, but SAS no longer activates RCS boosters in my game, mod ones, or vanilla ones. I've just been learning to fly without it
  3. This is awesome! I tip my hat to you, sir. I am currently going into my senior year studying mechanical engineering, and if I would have had something like this in my earlier years of education, it would have been simply THE COOLEST THING EVER. I hope your endeavors continue to be fruitful! and yes, many many guys in fiture engineering programs will be thanking you trust me... I'm an engineer haha
  4. obligatory I wish my computer had enough juice to run itunes and KSP at the same time. I'll just have to wait until I move back into school so I can play my music through my stereo with my ipod without irritating my parents... 4 more days!
  5. this one time... "Deep-space probe" turned into "duna outpost #00" totally by accident it even has a clamp-o-tron! I can't even remember why I put it on there to begin with. unfortunately, it got wiped with computer issues, but I'll re-create it eventually I'm better at the game now, but at the time, I couldn't even muster up a minimus encounter haha
  6. just my munar polar kethane scanning station halfway through launch If you look close at the weird looking parts up top, you can see the shadow of the 2 small lander probes in the cargo bay. One of them crashed due to too little fuel, and the other ran out of battery power before descent, because I forgot to open the solar panel this picture is my desktop right now haha This is a pretty neat-o lookin' station with the kethane scanner at the back of the cargo bay like that before probe deployment, en-route to the mun. can't wait to have more time to play this game once school starts back up...
  7. it isn't that big of a deal when they're all docked together, I realize that if they're all at different angles like that, then it isn't going to work well but when on the way up, trying to fix orbits, and maneuver that whole tank/booster/satelite combo on the right, it just spins all over the place. I have an SAS module in there. I built a station today to go drop some landers on the moon, and scan for kethane, and I solved the problem by just using round parts where I want to put the RCS boosters... I think this is just something I'm going to have to deal with
  8. I like to put big things in space big things in space need big rockets and big rockets create big forces! I've been having trouble with the stock decouplers ever since I downloaded KW rocketry, and those dang pesky bigger-than-rockomax engines and tanks, and the lack of a bigger-than-rockomax separator... especially the THOR solid boosters... they just LOVE to pluck the hydraulic separators right off the side of the liquid tanks. I'm getting a lot of this sometimes just 1 or 2 solid boosters will just get left behind at the launch pad for no reason or, other times, I'll get through the solid burn okay, but randomly 3 minutes in and halfway out of the atmosphere, a stack decoupler halfway up the rocket will just fail for no reason basically, I'm just operating the stock decouplers at the very edge of their capability, and I'm looking for stronger decouplers and separators. My most recent rocket (pictured above) is trying to launch a pretty hefty to-jool-with-love package on the top, and I've attempted launch 5 times, and all 5 times have ended in catastrophic failure due to the random failure of a decoupler or separator. I know about struts, I use a ton of them, otherwise the rocket won't even stay together before launch. I tried looking, but couldn't find anything, and seeing as a lot of mods aren't conveniently named like "better decouplers", I'm not surprised that I didn't find anything. thanks!
  9. Love this modpack! I didn't even think about those little docking guidance things as being used for docking guidance... I was using them to mount lights, and solar panels at different angles!
  10. I sort of like the JARFR industries pack. It adds a ton of structural struts that just look awesome, plus engines, couplers, and control modules to fit the form factor. It isn't optimized for the new version yet, but I've had no issues with mine so far. some silly little docking practice probes I've been using http://i1273.photobucket.com/albums/y402/UU92/26fdea47-7bd0-4d75-8666-d8bbc0d67670_zps7ec8d768.jpg and the base of a space station that unfortunately got wiped with some computer issues This was a BEAR to dock those! http://i1273.photobucket.com/albums/y402/UU92/KSP/screenshot1_zpsedcc7af2.png
  11. I am using a mod that includes triangular trusses, and I really love their aesthetics But... with a tri-truss, you really can't use quad symmetry, which I remember seeing as being recommended for RCS thrusters. I've noticed that when trying to rotate the craft, I will get strange rotations about the axis of the ship (as if I had hit the Q button to spin like a top) and I end up having to waste more fuel to stop these rotations that I never get with quad-symmetry thrusters. Am I just doing something wrong? or is there maybe a mod I could install that would include triangular RCS thrusters? it isn't a HUGE deal, it still translates fine, and is actually good for docking with lighter craft (like my docking practice satellites, essentially an RCS tank with a dock-o-tron on either end), because the thrust vectors aren't parallel to the desired direction, so a portion of the thrust is bled into canceling out the opposite portion of the thrust coming from the other RCS thruster that is engaged. it makes controls nice and fine. thanks! If I'm just being dumb, forgive me. here's a picture of my docking practice satellites
  12. I'll take two of those (OH GOD YES) and a white one with a simple KSP logo
  13. This is a fantastic little plugin, and I thank you for working on it so diligently but I can't seem to get the thing to work on my ipad, using the Chrome browser... I tried doing a whole ton of configurations on my computer end, and a little bit of tweaking on the ipad end, but I can't get it to work... I feel like this may have been covered somewhere in this thread, and I'm sorry for not wanting to read it all... The link works and displays correct data when it is opened in chrome alongside KSP on my computer... Is there any simple solution for this? Is there something that I'm doing wrong? Thank you!
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