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Hektos

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Everything posted by Hektos

  1. @Friznit, @Terwin, and @tsaven thanks all for the suggestions! I think this gives me a good base to get started on. Looking forward to this play-through
  2. I'm looking for a set of mods to build around this (well, USI in general. I've always loved all the RoverDude mods ) and was curious what (if any) "future tech" mods people are using with MKS? I recently finished watching The Expanse and the Epstein Drive was really cool to me. Is there a mod that has something like this (that also plays nicely with MKS)?
  3. Uh oh, someone's got some splainin' to do xD Thanks for swift update
  4. Unfortunately I am at work and unable to test this. I know installing it through CKAN requires 1869, but the main page of Maritime Pack does not appear list that as a dependency. I will try installing manually when I get home, perhaps try that (if you haven't already).
  5. I believe there is a bug in the 1869 mod, and the author said they were looking into it. Though it has been a while, @Fengist
  6. Back before CKAN there weren't exactly a whole lot of mods even worth installing (imo) and maintaining a list of ~10-20 mods wasn't big deal. Now, you've got multitudes of wonderful mods that contribute to a fun game experience and maintaining a list of 50+ mods suddenly becomes a bit of a chore. Sure, installing mods is quite a simple affair, but CKAN brings the convenience of selecting the mods you want and walking away to do something else while it does the tedious things. It saves time which, you seem like someone who can appreciate, is in quite short supply for anyone who has a full time job and/or family. To me, the idea of CKAN was always about convenience and time saving. There isn't a NEED for CKAN, but it's there to save time and (in some cases) confusion.
  7. I'm going to have to agree with most of what the other posters have been saying and say that it is KSP's RAM limit giving you issues. Since KSP crashes at about 3.5GB, having too many mods will have you reaching this limit quickly. This is more likely than not the root of your issues. As someone else state, using the -force-opengl should save quite a bit of memory. Alternatively, and this is what I've been using, you can also try -force-d3d11 instead of opengl. Using directX11 has saved me a lot of RAM and still kept my FPS > 40 in most of the average KSP scenes ("mega stations" are another story though )
  8. I've uh...gotten to Minmus...once? I have a bad habit of installing a bunch of mods, playing for a couple days, then going on to play another game. I come back some time later and do it all over again. I've gotten to the Mun quite a bit, put some satellites in LKO, but other than that not a whole lot. I think part of my problem is that I install too many (no such thing right? ) mods and just get lost messing around with all of them and not actually get anything done. I keep telling myself that one day I will actually get somewhere. Time to go re-install/re-mod KSP again :D
  9. This has definitely got to be my favorite so far, although the one from Charle_Roger comes in a close 2nd.
  10. They currently have an issue with the new voxel thing that FAR uses. I believe Bahamuto has a fix in the works but it isn't out yet.
  11. Yay, more mods to get And so I'm not cluttering the thread with my posts about mods, here is the first plane I've come up with. It handles like a dream, but trying to land is a pain due to not being able to slow down very easily. I am still on the first level science building so still no Procedural Wings yet.
  12. What are yall using to get those propeller engines?
  13. I can confirm that I'm getting weird behaviour between stock/blizzy toolbar. I think this is a blizzy thing though, because PlanetShine also does the same thing.
  14. Hey I grabbed these and they definitely seem like they will be helpful for making awesome jets/planes, thanks! Do you (or anyone else) have any great mods/part packs that go great with nuFar? So far I have PP, the PW(from B9) and just grabbed Bahamuto's engines.
  15. Thanks for the tips. I think I'm just really into the mindset of short planes for some reason. Feels so weird to have a long skinny plane with barely any wing
  16. LOL. I'm assuming that is that the wings from B9? I did grab those but I still have no unlocked that node xD
  17. HA! Nice! That got me another 5 m/s at 10km I think at this point I just need to unlock more parts so I can build more efficient designs.
  18. Dang! Crazy design! I guess for speed it's all about stretching the plane then? I just can't seem to smooth out the area curve any more with the parts available to me (only at the starter science building tech wise). Not using any parts mods either (I had adjustable landing gear but it actually messed everything up). EDIT: @Wanderfound That "front" gear looks like its WAY too far back xD
  19. Just curious, what is the fastest anyone has gotten a plane to go using only a single Basic Jet Engine? My plane maxes out at ~865 m/s @ 10km and I was curious if this is expected performance for a single Basic Jet Engine, or if my plane needs a design update.
  20. I haven't yet had a problem with rockets. What are you having trouble with? Perhaps a picture?
  21. Spaceplanes? I just want to get a normal jet going fast I think I just need to consign to the fact that my current selection of parts are just too weak to make a sufficiently smooth curve without a mile long plane
  22. WOW this was all so very helpful! Thanks for taking the time to make this post. I have come to the realization that the stock KSP parts are quite limiting at my point in the career for the endeavor I am trying to undertake.
  23. I guess I don't really understand fully :/ Is it because my wings are really thin compared to my fuselage? How is it that massive tail on the back of your plane doesn't make everything crazy while the mild tail on mine creates the Valles Marineris XD
  24. Man...how do you get the yellow line so flat? O_o Mine looks like this XD [spoiler=]
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