Sokar408
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Everything posted by Sokar408
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[1.2] [2016-10-28] Haystack Continued (v0.5.2.1)
Sokar408 replied to Qberticus's topic in KSP1 Mod Releases
Hopefully it'll stay updated this time. I really can't believe KSP Devs still haven't given us a way to sort vessels and quickly find them. Keep up the good work -
So every since I returned for 0.24.2 every part in the VAB has is turned 90 degrees to the right when picked and placed. Its only a minor hassle to turn to back so, but still it seems odd and I'd like to have it be as it use to. In case I'm not explaining it clearly enough here is an example: If I picked the Command Pod Mk1, then the door is facing the left side of the VAB, instead of directly towards the camera. Hopefully that explains what is going on
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How to reduce science gains
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
Damn, thought a simply cfg file would do But thanks man! Cheers -
Is this working with 0.24?
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How to reduce science gains
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
While that is true, its still a half solution. I hate that so many games these days has to have self imposed rules in order for them to be challenging. Modding it at least helps immersion. -
How do I mod the game to award less science from mun and minmus? I'm so tired of being able to completely feel the science tree just from going there.
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I sense someone is playing EVE on the side huh Looks really awesome. If you haven't already are you going to give it its only Tech nodes to make it help expand on the already extremely inflated science system? (You can fill out all science simply using the Mun, a bit of Minmus, and contracts.. silliness )
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Does it somehow detect if Kethane is installed? Because I'm using a conversion mod to make this compatible with Karbonite, and I don't want the mod to sudden make rockets/stuff for free.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Sokar408 replied to sirkut's topic in KSP1 Mod Releases
Yes, Procedural Fairings and ExtraPlanetary. I'll try and copy the dll from this mod, into the other 2 mods. EDIT: It worked. Don't know if it'll .... up the game somehow, but I'm not getting the incompatible thing anymore -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Sokar408 replied to sirkut's topic in KSP1 Mod Releases
I just, right now, started setting up my game for 0.24 from a fresh install, so yes I have both of those :/ -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Sokar408 replied to sirkut's topic in KSP1 Mod Releases
I get this when launching KSP with this mod: Incompatible Mods Detected Blablalbbalblalbalbla ... These mods are incompatible with KSP 0.24.2 KSPAPIExtensions Is it suppose to do that? -
I'm in the same situation as you. I have plenty of plans, but I don't want to start (I tend to stick to a save for 30-80 hours) if 0.24 comes out before I finish. An ETA at this point would be nice, even if the ETA is VERY spread, like say in Q3. A bit more transparency at this point would be great.
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I think this patch calls for the addition of letting "on-rails" parts actually land, if the vessel passes some sort of "deployed parachutes onboard in sufficient amounts". This would allow more staged rockets to be economical, as you could attach chutes and save them, even though physics might not be loaded for that staged part. Arguably it all depends on the recovery amounts, and the balance of the economics, but if this whole system shouldn't be completely trivial, then SSTO's as it right now, will be the "go to" lifters, even if it does require more launches. To strike a balance will be hard, but I think staged rockets should be allowed to at least in some capacity, save their staged parts if effort to do so is put in by the player.
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I hope you expand further on this. Good stock-like plane parts has sorely needed, these are stunning!
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Yea I just noticed something interesting. It seems to be depend on either 1. What part the strut is attached to besides the fairing (generator in KSPI mod seem to cause it all the time), or 2. Where on the fairing side its attached. Which I'm not aware of yet, but its good to know that there are workarounds
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Does anyone else have problems with fairing separation? Whenever I separate it seems like the fairings are swinging hard to the side rather then outwards. It hasn't destroyed anything yet, but its a drag having to "shake" off the fairings after separation EDIT: Alright it seems to be happening when the I strut the inside of the fairing sides (for example strut the payload to the fairing side). This wasn't an issue before, so I'm guess its bug. It happens every time I add any struts to the inside of the fairings, so its very reproducible.
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The game think I'm still on the ground?
Sokar408 replied to Sokar408's topic in KSP1 Gameplay Questions and Tutorials
The second solution would be impossible, but the first is doable. I'll give it a try -
I'm a very recent user of this mod (was hooked on KW Fairings until they broke. I'll never go back!), and this update has me wet as october. Much appreciated, and I'll report any bugs I may or may not find