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Shtirliz72

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Everything posted by Shtirliz72

  1. ÃœõýѠтþöõ! ÃÂðúþýõц-тþ! Great work!
  2. Congrats Squad, congrats... But... Why the hell I read this announcement as devnote and where is actual devnote? There only one single picture and not a single word about actual devnote. What about 1.0.3 testing? What about Unity5 progressions? ...?! To put is simple: almost anyone from KSP fans here wants to read devnote and not announcement. I don't know why and who put announcement in devnote section, but it was not smart decision. Don't make this mistake again. If you want to announcement something - make it separate news.
  3. I don't understand why developers of mods even try to compress their icons. They have a size just a few kilobytes! it doesn't make any sense!
  4. Um. Does it ok to use this tech tree with contract science modifier? Or should I turn off modifier?
  5. Does this tech tree support Multipurpose Colony Modules for MKS/OKS?
  6. It would be good, if B9 Procedural Parts were included in tech tree.
  7. KSP is _beta_. You know what _beta_ is, right? KSP Interstellar by Boris-Barboris is _developed_. It's not even released. Why the hell you install _developing_ mod in _beta_ game and cry that your saves now became broked? If you don't want this mod, then just install original mod by FractalUK.
  8. Ok. Test case was simple: Command Pod mk1 Rt-10 Solid Buster Mk-16 Parachute 2 x RealChute Radial Chutes Mods Installed(fully reinstalled KSP with mods week ago, all mods are actual with latest versions): Adjustable_Landing_Gear-1.0.4 B9_Aerospace_Pack_R5-2-8 DeadlyReentry_v6.4.0 DockingPortAlignment_5.1 FerramAerospaceResearch_v0_14_6 Interstellar_090_0136 (from develop) Karbonite_0.5.5 KerbalAlarmClock_3.2.3.0 KerbalEngineer-1.0.15.2 KerbalJointReinforcement_v3.1.1 MechJeb2-2.4.2 MKS_0.22.6 Mod-Oriented_Tech_Tree-0.3.1 ModuleManager-2.5.9 NavHud_1.1.4 OPTV1.5 PlanetShine-0.2.2.1 RealChute_Parachute_Systems-1.2.6.3 RemoteTech-1.6.3 SCANsat_v10 TacLifeSupport_0.10.2.15 Toolbar-1.7.8 Trajectories-v1.1.3 TransferWindowPlanner_1.2.3.0 VenStockRevamp-1.7.2 WaypointManager_2.1.2 Active Texture Management 4.3 x86-Basic-Release I would like to tell addictional info, but I don't know what kind of info you expect.
  9. I don't know why, but sometimes parachutes doesn't arm. And when parachutes deployed sound of deployment run twice(Or single time when they doesn't arm). That just strange. UPD. Chutes doesn't arm when in settings toggled predeployment by pressure(0.01). With predeployment by altitude all goes normal.
  10. I would wait until developers officially acknowledge compatibility with 0.90
  11. And please, correct name of mod at curse to actual version(it show "5.2.7", not "5.2.8"). - - - Updated - - - Ok, got it. Thanks for answer.
  12. Thanks for release! Uhm. I have a question: did you use gitserver other than bitbucket for your releases? It's just last commit in master was 04.10.2014. Yesterday I installed B9 from current live branch and now wonder what would be better to use: B9 from live or new 5.2.8?
  13. Hello, Greys. I have one little question: is there any plans to update VK to 0.90?
  14. Happy New Year, KSP! And thanks for all great work that you did in last year. That would be great if FAR/NEAR would be stock aero(with possibility to choose what to use in options).
  15. Wow! Thanks for hubs! =) There many beautiful kerbal spacestation mods but not a single one have a good looking big hub. =\
  16. I think you should request of rework of Mk2 B9 parts in officaial B9 thread.
  17. Isn't it already exist in Trajectories Mod?
  18. So, here my craft: S2Wide x 3 SSTO 350t wet 175t dry can carry 60t to 100 km orbit and return with cost of operation near 10k money.
  19. Ok, I'm back. So I just built new 350t SSTO. This one just got 300t less weight than previous one(because of which I started this thread) top view bottom view Plane got 7 pairs of wheels. So I tried some things to launch safely my new plane: 1) Installed Kerbal Joint Reinforcement. result: runway blow up. 2) + Installed Part Angle Display and adjust right angle of the plane(365,55). Put plane to ground in editor so it will fall from minimum height. result: runway blow up. 3) + with clamps result: runway blow up. 4) + launch in dry state(with mass 170t) result: runway blow up. 5) + used LargeCraftLaunchFix by Claw result: runway blow up. So actually most of tips doesn't worked at all. Plane will launch for height of 1m(near kerbals height) whether of how close to ground I put him in editor. Sorry, Steven Mading, you were right about this and I was wrong. So the only choise for me is to turn on "indestructable buildings" =( Result images(of launch dry 170t plane with all options above): Plane on clamps Runway blows up 1 Runway blows up 2
  20. Really "must need" mod. I would be so glad if this mod was included in B9 or stock Squad.
  21. Ok. I will add some info. But before that I will test this bug more carefully. P.S. Do you saw anywhere on bugtracker other bug, with symmetrical parts moving/deleting-returning?
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