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MacJeb

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Everything posted by MacJeb

  1. thanks for the suggestions guys about the range, what I had in mind was sitting on the mun controlling a kerbal in eva, and watching the target icon transfer itself overtime from kerbin to mun and land right in front of the said kerbal, is that possible with the kOS?
  2. hello.. is there an addon that can enable (for example) this?> setting an autopilot such as (mechjeb, or the scriptable one) on spacecraft1 to execute some stuff, then switch to spacecraft2, and watch spacecraft1 executing what you set in the autopilot.. basically being able to switch to another craft, and let the 1st one execute its orders while you are controlling the second one I see alot of purposes in it such as automated resource delivery from point a to point b and so on thanks, sorry if it has been mentioned I must have missed it
  3. This is a very good mod! I'd want to control unmanned missions like this, in a navigation room of some kind.. or have a capsule at KSC with all those monitors and control an unmanned flight from the capsule that is sitting at KSC.. if you know what I mean, do you think this could somehow be possible?
  4. yeah in fact I proposed this as a possible alternative to the great orion mod also "There is probably an alien still trying to figure out whether his insurance covers him from atomic shotguns firing hot radioactive debris"
  5. haha interesting thinking with the einsteinium element and stuff.. but I also never said there would be a man sitting in that "soon-to-melt" vessel, so noo need to worry about some gs I don't know though how much of an earthquake it would make
  6. well I am no scientist but the idea just caught me though I did not do any calculations or things .. it could be more reasonable than orion boom boom boom --. at least I think :}
  7. it depends, if the update changes any part of the game that the mods use then they might not work as intended
  8. I have seen and tried the orion propulsion mod, but it seems too overpowered and lethal{radiation} form of propulsion.. but thanks to atomic rockets website I found out about the verne gun: "You set off one solitary ten megaton nuclear device in a deep underground salt dome. Perched on top is an Orion type spacecraft. All the EMP and radiation is contained in the underground cave (as has been done with historical underground nuclear tests). And 280,000 TONS of payload sails into low Earth orbit." it seems like a pretty interesting and reasonable method of launching heavy stuff into space, of course the draw back that the mission would have to go unmanned, maybe modify the orion addon to this? what you think
  9. it says in red: "[Exception]: NullReferenceException: Object reference not set to an instance of an object" by the way, when I warp time to 5x, it runs tons of fps again, the fps drop is only when at 1x time, the time indicator also flashes yellow
  10. Hello guys, I have a small problem, as soon as I land the launchpad in my mun base, fps goes from 150 down to 10, now when I add million other parts fps never goes down, it is just the launchpad, other mods I have: kethane, aerospace, kerbal attachment system, novapunch
  11. guys, I don't know if this is a bug or not, Using taniwha's 3.1 extraplanetary launchpads, when I delivered my launchpad to my mun base, fps went from 150 down to 10, when I removed the launchpad fps went back up.. also, when the launchpad was still there and I warped time to 5x.. fps also got back to normal, my base consists only of stock/kethane parts - roughly 50 so no reason to lag at all, pc hardware is very good, so I am sensing there could be something wrong with launchpad itself, I did some new testing, I now delivered a stock part to my base {no launchpads whatsoever}, the fps bug happened again.. I am confused
  12. this game needs to be more rewarding, there should be something more to do than just launch things into orbits and say {yey cool it's in orbit!}, and some mods add things like resource management, upgradeable parts, etc, you get the point
  13. Ha Ha, I have tried right clicking on the crew hatch thousand times, but it did not occur to me to try one primary click thanks man
  14. ah right, I might try deleting some "junk" parts from other mods, because I do have aerospace, kosmos and novapunch parts, and see how it goes, thanks and one more question, I have to use crew manifest to get kerbals out of the science lab, is this intended or is it some kind of bug? I just can't see the kerbals that are inside the module when I am controlling it, so there is no way to get them out once they step inside {also IVA of the science lab where you could activate stuff by clicking on gadgets would be both cool and possible as far as I know, just a suggestion}
  15. is it possible to add a resource {as an another mod cfg}, and then add this resource into the kethane converter cfg output?
  16. I think I should report this, I had several unexpected crashes while running this mod, they all happened randomly {I wasn't even using this mods parts}, when disabled this mod, the crashes stopped.. I have several other mods but nothing major that would conflict with this, I was using stock squad parts while the crashes happened also I want to note that this mod is a great idea, together with kethane it kind of adds "something to do" in KSP, in terms of resource management
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