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KSP2 Release Notes
Everything posted by iStickyDuck
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
iStickyDuck replied to MatterBeam's topic in KSP1 Mod Releases
Hi, this mod looks great but I'm struggling to make it work. I've installed it and everything seems to work apart from the FuelSwitch on the holding tanks. I've linked an image to show the problem I have HyperEdit, B9Aerospace, KAS, Mechjeb and EVE installed. Do any of these cause compatibility issues? Thanks for any help -
[1.0.3] Editor Extensions v2.12 - 23 June
iStickyDuck replied to MachXXV's topic in KSP1 Mod Releases
Other mods I'm using are MechJeb, InfernalRobotics and DockingAlignment... Don't see how any are incompatible as I've used them together before -
[1.0.3] Editor Extensions v2.12 - 23 June
iStickyDuck replied to MachXXV's topic in KSP1 Mod Releases
Tried using in 1.0.4 and on the symmetry and angle snap is working. None of the keybinds work at all -
The Falcon is the most agile plane I've ever built... - It can do a very tight u-turn at mach 1 - It has a ridiculous amount of lift - Lots of fuel - Can easily pull out of a dive even if you're 200 meters from the ground going mach 1 - Very stable - No need for airbrakes... More Here Download (WARNING: Do not use if you have mods that will cause sudden deconstruction of your craft at high g-force...)
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I've been playing KSP since .18 and I've never had this problem before Recently, for every multistage rocket I make, if I have a central rocket in the middle with a couple of boosters attached, when I decouple the boosters the top of them falls into the rocket, destroying it. I've tried with and without struts, separatrons, different decouplers, going slower and cutting the engines all together. The only way this doesn't happen is if my rocket is spinning at a rather sickening speed... How do I prevent this from happening? Currently any rocket blows up before it gets to space (I still lack the skill to make SSTOs) Edit: I think I'll just wait until Monday
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Change the settings for gamemodes
iStickyDuck replied to iStickyDuck's topic in KSP1 Suggestions & Development Discussion
Basically replace Science Mode with Custom because it seems a tad pointless -
I think the settings for game-modes should be changed so that there is Sandbox, Career and Custom as the Science game-mode makes no sense... Sandbox options would only provide the ability to turn things on or off such as crew re-spawns and add the options to turn cheats on permanently. Career would have Easy, Normal and Hard (Or other just because) and remove the sliders. Finally the Custom game-mode would allows you to change any settings for the game. So you could turn Science on or off, Funds on or off or and change starting funds, science gain and also the cheats I mentioned before. I think this makes more sense than having a Science game-mode and I hope what I'm suggesting makes some sort of sense. TL-DR - Replace Science game-mode with Custom - Change the available settings for each game-mode so that Career barely editable and Custom can be almost completely changed as I think this makes more sense I hope people agree with this...
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Here is an image if people want to know what it looks like... Link: http://imgur.com/oeEs8ac
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Someone put a Nyan Cat on the loading screen... I don't know which mod that is because it's either Ferram or Karbonite... Just so everyone knows if you see a Nyan cat then you know why
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I'm concerned about this feature because as awesome as it is, I'm going to be really annoyed to play Career and accidentally crash into one of the buildings and be stuck with it being destroyed. I know I can quicksave/load but I like to play career with out it Do the buildings get rebuilt after a certain period of time or will I be stuck with a smoking rubble pile...
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When I have lots of mods installed I have to turn the render quality down... This is fine outside of the VAB as it reduces lag, but it's annoying inside because I don't get lag and I can't see the direction on decouplers and stuff... I know I could change the settings manually, but a mod to have different settings in different scenes would be cool
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At that speed, the whole thing would just go through the planet
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Control distance extended or tweakable?
iStickyDuck replied to liko2k's topic in KSP1 Suggestions & Development Discussion
I support this because even if I detach a stage that has parachutes on it, as soon as it hits the atmosphere when it's beyond 2.5km, it vanishes and becomes unrecoverrable -
Economically Refuel Your Spacestation (How?)
iStickyDuck replied to Riph's topic in KSP1 Gameplay Questions and Tutorials
You could try using something like Kethane if you're okay with mods. Otherwise, SSTOs' are the way forward -
Engines overheating? Here's a fix.
iStickyDuck replied to Foxster's topic in KSP1 Gameplay Questions and Tutorials
Overheating is due to large fuel flow. Just put a small fuel tank in-between the engine and main fuel tank