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Seeker89

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Everything posted by Seeker89

  1. sarbian, I found that when the navball is smaller or bigger. that when I make a maneuver node the remaining deltav window doesn't move with it. so if the navball is smaller it's kinda just out in the middle of no where, and if it's bigger it moves into the navball. I'm playing in 1.1, if that matters.
  2. Hmmm, not really. I was thinking this... http://energy.gov/eere/energybasics/articles/concentrating-solar-power-dishengine-system-basics https://en.wikipedia.org/wiki/Concentrated_solar_power https://www.mtholyoke.edu/~wang30y/csp/ParabolicDish.html and a company that makes them... http://cewatechnologies.com/ Could be depolyable too...
  3. I wouldn't mind something like a concentrating solar power dish, it uses mirrors to direct and concentrate sunlight into a central engine that makes power.
  4. People find that older versions run better on their older systems. Newer versions have a lot of bug fixes, but they also have more parts and features so they run slower on older computers. My desktop computer runs the newest version easier but my laptop has issues with it, so I run an older version on it. I also find sometime more features in mods aren't always fun.... just remember how kspi was when all it had was modified stock parts which was just the warpdrive... much smaller than what it is now....
  5. That's what I use my wife for... craft name generator...
  6. A small bug report here. I was having issues with the Thermal Control System (medium), the deployable one giving tons of errors. Good news is that I have found the problem.... In kspstockthermal.cfg you have set the "isDeployable = true" under that part. Seeker
  7. Hmm, silly question. I just updated KSPI and there seems to be a problem, which have the tech I have unlocked on the tech tree just locked. When I load a craft with these parts, it says it's locked and can't launch. When I look at the tech tree the box is unlocked. is there a fix for this? Oh I play with CTT.
  8. Hmm... if you go to the gamedata folder is there a PlanetaryBaseInc folder?
  9. I was thinking it would be cool, and great to start keeping track of mods and their makers of past mods that have helped shaped KSP into what it is today. Even mods that have disappeared, and fallen through the cracks. With that including smaller mods that inspired bigger mods to take place, and mods that have been continued through other people who have stepped up to the plate. Thinking about it and knowing that this list would be massive and a large undertaking, I believe that it would in a way give honor to those have passed on(from KSP), or noting the hard work of modders who's work have been added into the game.
  10. This may help... https://github.com/MuMech/MechJeb2/wiki/Compiling-MechJeb-2
  11. So I have been reading the through the book series The Expanse, which the tv show is based on. Within the books they talk about different types of gravity, like the gravity of a planet(or moon), null gravity, spin gravity and thrust gravity. I have seen videos(My wife says that I love Scott Manly) about spin gravity, but can we have thrust gravity in KSP? In the book, they talk about having tower like ships where floors start going away from the engine. so how would we test this in KSP?
  12. I think you need to expand your options... I'm already at 60 mods
  13. I have problems with MJ when I'm using the autolander when I'm not in a orbit around the planet, or when I start it really high up. I don't know if this is the problem you are having, but it is something to think about...
  14. I did get it to work... yay. I don't know what I did wrong or what I did to get it to work... I did have an idea that would be a nice addition to this would be to upgrade drills... either by decreasing power needed or by increasing what I get out of the ground.
  15. It's most likely something messing with NF that is causing it to mess up. I'm not that far in the CTT tech tree to unlock NF stuff. Like you I have a list of mod folders, but I'll go through them and find out what is messing with it.
  16. I have both the cryogenic engines, NF Propulsion, and NF solar. I did have a folder with CryoTanks, but I deleted that with the engines. I just updated the propulsion, which didn't seem to work. It works when I remove all NF mods, but not when I turn them back on. Maybe there is another mod effecting how this works?
  17. I wonder what my problem is then. When I removed NF mods it started to work. when I put them back it fails.
  18. This will go with all of the near future tech too...
  19. Hey all. I had this thought at work about having parts that aren't meant to ever hit the atmosphere, so they wouldn't need to be as heavily armored to take re-entry heat. This would make the parts lighter and/or giving more space for stuff like fuel. So the question would be how do we get it into space... well with mods like Extraplanetary Launchpads would help answer that question. Has anyone else thought of this? Seeker
  20. Something like the ATMscoop from Karbonite? USI Karbonite It is it's own scoop that can be turned on to pull Karbonite, ArgonGas, XenonGas from the Atmosphere... and it's an air intake. It looks like it can be changed to pull in fuel too. Try playing with that to being inline Seeker
  21. Hey all, I haven't played for a while and just decided to update all my mods(and the game to 1.0.5). I remember before I decided to take a break, I saw a mod that maxed out the science you get for the mystery goo on the first try. I can't remember the name, could someone help me out? Thanks Seeker
  22. I do like Nexus for the mods that I do download. With the launch of XCOM2, I feel like I'm on it all the time for mod hunting. I also like it much more then Curse, and even github. Plus for the mod I have made(for another game) It was pretty user friendly compared to when I tried to upload a mod to github. As far I know how nexus works beside other mod websites(that would be steam workshop) it seems pretty good.
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