Jump to content

Fizwalker

Members
  • Posts

    395
  • Joined

  • Last visited

Everything posted by Fizwalker

  1. I find it fun and challenging to build aircraft. I'm also using Kerbalism and using props makes sense for some of the tasks it provides. Lastly, it fits with the type of play I am running through-- that of the Cold War. I am currently playing as the USAF. Having a B-29 or other craft available lets me fly the air launch side of things too. I've always thought that this was an awesome time to be a part of and there could have been many ways to get to the Mercury program and beyond. Having the options to use props adds to my experience. I'm not trying to get them added to the basic RP-1 tech tree because I know it's not for everyone.... But I would like to get some help in modifying my own install. Again, I find this era fascinating and I want to add to the experience. Edited for clarity
  2. Hey, I'm looking at adding some engines to the RP-1 tech tree- (Piston engines made during the 1930s-50s) They're currently non-rp-0 parts. How do I go about adding them to the mod and tech tree? I would like to fly early science aircraft using props.... Given that the current state of RP-1 removes all props.... Are there any instructions outside of the Wiki (Wiki doesn't work) outside of it that? ....
  3. Squad doesn't get a free pass for what, exactly? Squad wasn't a games developer when Harvester created the game.... Nearly 13 years ago.
  4. Hey, I'm looking at adding some engines to the RP-1 tech tree- (Piston engines made during the 1930s-40s) They're currently non-rp-0 parts. How do I go about adding them to the mod? Note: I've tried installing the Parts Browser, but the instructions seem to be incorrect - I get nothing but syntax errors when I try to follow them
  5. I don't know where to put this I am beyond liquided off because I think this could have been resolved relatively easily but it seems that things were made harder for no reason and I do not know how to get into contact with you. I forgot my password. That is what it is. Why the hell am I expected to spend an hour or more screwing around with the effing captcha to recover my account? Why is this so stupidly hard? It's harder to recover my account here than it is to recover my banking account. Captcha liquides me off because it makes my life harder for no gain. There is no security benefit... But it liquides the user off. Is that the goal? I get that it's supposed to weed out the bots but does it actually do that? I'm Gen X and if this thinks I'm a bot... Then I can only think what it thinks the following on generations are
  6. Honestly, I am lest concerned with the dV (that is in KSP2) It's more the TWR that I'm concerned with (not sure if I mentioned that in the original question; if not sorry!).... And I've just realized I've been over engineering my rockets to Low Kerbin orbit by giving them 4400dV....
  7. That's what I thought, but I was hoping I was wrong.... On the other hand, back to the early days of KSP1 without Engineer or Mechjeb!
  8. Good day to you all ladies and gents! I am planning a lander for the Mun (Minmus too eventually, although it's the easier of the two.....>.>) but I am having a little issue in changing the departing body from Kerbin to the Mun--Trying to figure out TWR for the lander on that body for returning to orbit. Has anyone figured out how to do this? (While I am unaware of anything requiring an unlock... Does it require an unlock before I can change it?) Thank you for the help in advance!
  9. Firstly, thank you for making this mod! The link for Kerbal Aircraft Expansion (KAX) is broken, here is the new site: KAX-Kerbal Aircraft Expansion
  10. Hey! I just wanted to leave a note saying thank you for all the work you put into these mods! I truly appreciate it and I look forward to seeing these mods! Again , thank you very very much! I hope you are safe and well with best of luck this new year!
  11. I wouldn't get my hopes up to be honest in regards to Kopernicus... I would expect that mod to remain the way it is until KSP overhauls all the planets it comes with the game.
  12. I tried this once back when I first started.... Mostly cause I didn't realize there was an ability to time warp yet. I'd set up a mission to the mun and then go to work and complete it once I got back. However, I found the time controls pretty soon afterwards and that put a quick end to that. Still it was kind of interesting for the short period I tried that.
  13. I have to admit this isn’t from my save but from Scott Manley’s Interstellar Quest. Sean Kerman and the fact Scott couldn’t help himself and talked like Connery every time that Kerbal flew. Lol
  14. Lol I must be a masochist.... I disabled quick-loading Edit: I ought to mention that when I say I got close to the disabled lander with the final one, I still spent about 2-3 hours running the Kerbal to the lander that will be the last Kerbal's tomb.
  15. Okay... So... My first Kerballed mission to the Mun for this career save.... Also, the first orbital flight made by a Kerballed craft.... Upon landing upon the Mun, the lander tipped onto its side. I unfortunately landed on a slope and I somehow didn't think that was a huge issue.... Until I couldn't right it. No real biggie though, I'll just send an unkerballed lander to retrieve the crew. I have 24 days roughly (I use TAC Life Support) before the crew runs out of food, air, etc. I alter a lander in the build queue send it up, land it fairly close to the first lander and the lander tips over.. Again.... and part of the mid section of the lander explodes, separating the return capsule from its propulsion. Three Kerbals, I transfer the first- the scientist to the broken return ship. I start flying the engineer over except I get him past 60m/s and upon decelerating to land, he meets the ground going too quickly and dies.... The pilot decides to try and scrape along the crater to get the original lander upright and said rocket scrapes along the surface until it explodes, killing him.... *Sigh* I get another lander near to the broken capsule although I waste about 2km Dv getting it to a spot where the scientist can get to it. I get the scientist into the new return ship... It has just under 1km of Dv.... I figure that's plenty of fuel to get back to Kerbin, and so I attempted a direct ascent back to Kerbin as it's practically right over head. Except apparently, I should have put the ship into a stable orbit around the mun because the engines cut out just before leaving the SOI of the Mun. So yeah, of the three Kerbals I sent to the Mun, none of them are returning.... >.<
  16. I have version 1.9.0 installed currently and I downloaded the 1.9.0-1.9.1 patch. Upon openning the patch it asks for the location of my KSP install. I selected the location of my install and click "Next" The installer returns with "Please Select a Valid Kerbal Space Program Folder." Is there something I am doing wrong? Thank you for your time! Location of the install: C:\KSP\KSP 1.9
  17. JNSQ is the best bet or through sigma dimensions as others have said. That said, JNSQ requires Kopernicus and I don't think that's been updated past 1.7.3 yet. If Sigma Dimensions requires Kopernicus as well, then it's a bit of a wait until those mods get updated.
  18. I think he means that he doesn't want thanks for the work he's doing on updating the mod....
  19. This looks like a gorgeous mod and I am trying to get it to work with KSRSS. I suspect that the issue brought up by JadeOfMaar might be an issue. That said, if I wanted to try and fix it, what would be involved? Would it just be a matter of altering a .cfg file or would it be more complicated?
  20. Did Boris find Moose and Squirrel first?
  21. Holy guacamole! That is a very comprehensive triple shell of satellites......
  22. It is really interesting to see what you're doing in your save. If I may ask, could you post a view from your tracking station to see where everything is? Thank you!
×
×
  • Create New...