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benc85

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  1. Is anyone else getting issues with experiments completing whenever you hit a new biome? I launched an experiment and it completed on the pad. I did another and it completed when i reaced a stable Kerbin orbit. I'm using a mod called AutomatedScienceSampler which auto completes stuff (cause my old man fingers are aparently too slow these days), but it requires the conditions be met properly, so I dont know how its completing something that requires Kuarks or Urekas...
  2. Awwww yis. Thank you very much sir. To Blender, to make some terribly modeled but properly textured crap for personal use
  3. I spent 3 or 4 days playing with these parts in Blender and Unity, but because the texture files are the old .MBM format I haven't been able to properly texture anything I've done. Blender correctly opens the .mbm when you UV map them, but I need to make adjustments to the originals and I can't find a program that'll open / convert them. I've spent a day or 2 playing in Gimp attempting to make my own, but I've come to the conclusion that art isn't my thing. If you'd like, I can try and sort the hatch / ladder issues...
  4. I made a config file some time back to add Station Science (by Ethernet) functionality to some of these fantastic station parts, and it kind of became an essential part of my game. While I'm sad that udk_lethal_d0se wont be continuing development, I'm glad he's allowing us to continue to use the assets he created. Thanks udk_lethal_d0se and thanks Tank420UK for keeping hold of, and uploading a copy. Are you planning on doing any more work on them? (I noticed you've added better tech integration than I had bothered to do).
  5. I've just experienced a similar problem. I finalized the experiment, and everything seemed to be ok, but after undocking, it seems to delete everything, including the bio-products and the experiment completion. I haven't had a chance to check the .sfs files yet, but i'll have a look next time I bring the experiment up.
  6. I must admit, the Mk. 2 version of the hydro module looks nice, but I've grown a bit attached to the original one. Especially with the MM config I've made (so I can use it with Station Science). Is there any chance You could bundle both versions in your new release please? Edit: Oh yea, that reminds me, will you be making adjustments to the stats of the modules? *hint* module masses *hint*
  7. technicalfool, you rigidly applied the law with no regard for its intent... Well done! You'll go far in this organisation. Also, fun for children of all ages!
  8. Did the option to add the 45/55 LF/O mix to tanks disappear? It doesn't seem to show on my install any more and having to use a calculator to add them individually is a pain in the ass
  9. Did you toggle any ship types off in the tracking station, like probes or debris? The selection seems to transfer to other scenes now, so if you've toggled probes off, you wont see them when you go into map view in-flight either... Which can be tricky if you're trying to sort out anything like rendezvous or docking.
  10. If you mod, try texture replacer. If you .... up the install (like I did) you end up with a Bill with eyeliner, lipstick and a moustache... Needless to say he only goes solo now, so as not to distract Jeb and Bob
  11. / calls Kolumbo / whistle nonchalantly...
  12. Sounds like you've got a massive Power to Weight ratio on your early stage, which will waste a lot of your DV during your ascent. You want to be aiming for between 1.6 and 1.8 PtW for anything taking off from the Launchpad. Anything that's noticeably higher will just burn your fuel as you encounter greater friction at greater speeds.
  13. Loving the drills. Shame I've only just got around to posting. Still, better late than never eh?
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