Melcom
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Everything posted by Melcom
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The difficulty settings seem to work well Squad - Nice!
Melcom replied to RocketBlam's topic in KSP1 Discussion
After a few careers with grinding the mun-science in the past, with v0.25 i decided to start with 200% science to go faster to other places. Too much, i know . I used the "25% Funds for science"-strategy to push a little. It was still nice until one very big contract came up. Testing the second most powerfull engine in orbit gave me over 100k Funds in advance and over 600k Funds on completion. And bam, over 8000 Science from ONE contract. Even with difficulty at "100% Science" it would be around 4000 Science, right? No complain here, i was just a bit shocked how fast the techtree was done. I will start again with lower difficulties. Squad has a huge project coming up. With more biomes, the contracts and all the strategies they have to ballance the science-gain A LOT. Best wishes for that. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Melcom replied to Tiberion's topic in KSP1 Mod Releases
Really nice work. I love your mod. Thank you. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Melcom replied to Tiberion's topic in KSP1 Mod Releases
You can use the latest NP-Version with KSP 0.24. Works fine for me. If you really NEED the upated costs for some balance, you can edit the cfg-files yourself. -
You just don't get it... maybe you should start reading post by post, not quote by quote... please, go on with your monologue.
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You do know that not everybody masters this game instantly, like you? If you design games, you have to think about a few more types of players... This is far from "balanced" right now, we all know that. And thats why we are talking here. Maybe you read the whole thread post to post... 24 years for a flag on Duna is indeed a long time. And this is ingame now. Got it? Or should i paint a picture for you?
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I agree with some dealines, like 24y to plant a flag on duna. But you have to so "the big picture". You start the game with no experience and you try to get to Mun. Small timeframes would make the game even harder. And don't underestimate interplanetary traveltimes. But i still have nearly no Contracts in the late games. This should be tweaked.
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i have a question. My Techtree is full now, and i was on Mun, Minmus, Duna and Ike. Now i have 3 to 4 contracts to choose from, nothing more. Rescue, Flags, and so on. Is there a problem with the endgame? While i was filling the techtree, there were many, many test-contracts for parts. I was really anoyed of it, but in the endgame, there is nearly nothing of this. Sure, i have to explore Eve, Jool and so on, but until i get there, where is the challenge, and the funds...?
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Have to post my troubles today. I use KSP 64bit. KSP is stable. I use some other mods, and everything is ok with that. Today, i tried KW 2.6. I encounterd problems with fairings and no-force while decoubling, but i choose to ignore it and just play the career. And here started the trouble. After switching many times between VAB and Launchpad, the game crashed with no Crashnotes, several times. I haven't used any KW parts on my ships. Even switching between ships in space and back to KSC made the game crash after a few minutes. After removing the mod, KSP is fine, for 5 hours now. I don't want to blame the mod here, just report my troubles. Could there be a conflict between KSP 64bit and some configs of KW? Or could it be a game bug if you have many parts/items installed? Memory is not the problem, KSP_x64.exe uses around 4 GB of 8 GB.
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i have some trouble with the decoupling of fairings. They don't move out of the way, just crash in the craft. I googled a bit and found some hints to that in a few post, but all are from different version. There are also rumors of problems with other mods, but no solution. What could prevent a propper decoupling of fairings?
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Tested the Mod today and it crashes also. Game loads fine, but after clicking on VAB, game ends. No Crashreport. It`s not the firesplitter.dll. I use it since yesterday with serveral other mods and the game is fine with the .dll.
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hmm. Ok i have not istalled the new SpaceplanePlus-Mod yet. But i have the latest firesplitter.dll from the official thread. It's the same .dll that is in the SpaceplanePlus 1.3-zip. My games works fine with this dll.
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Thank you for the fast update. The download works, but the text in the first post still says "Download: SP+ 1.2".
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Melcom replied to Tiberion's topic in KSP1 Mod Releases
You can use the mod with 0.24 Until now, i didn't encounter any bugs. But i have NOT tried every part. The relative low cost of some parts helps in career too... ^^ -
I designed nearly all my interplanetary ships in such way. Main engines (nuclear), that part goes around the Kerbol-System alot, and of course Lander and/or special stages. All docked together via senior ports. works pretty well, if you use tankers placed around the routes. After the roundtrip back to kerbin, Kerbals usually take a taxi-ship to KSC and the Engine stage gets refueled.
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Only in a rover you understand the scale of the body you landed on! http://cloud-3.steampowered.com/ugc/597039465558820193/5BC267FA0D6BED47AC864821ECD0E91B5C5A13BB/
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Thx for the info. There are so many planes, but you can do so much.... i used the inline cockpit for a very nice rover: http://cloud-2.steampowered.com/ugc/598164652243455087/EC6BE8E2921136ADF4D09FF6AFE4FDC6C1EBA6A1/ http://cloud-3.steampowered.com/ugc/598164652243520070/D9D3C12AF408A2CF2EEA7C416ED70C0718B79D93/
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I love the parts, but there could be some minor things fixed. There are no IVAs, right? Is there a way to add just the crew-pictures (right bottom in flight). Sometimes, it confuses me to switch to the craft and there is no crew vissible. Of yourse, they are in the cockpit. And the two cockpits are a bit hard to handle, when you are in EVA. To get the right spot to store/take experiments you have to get really really close to the part to activate the menu.
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Melcom replied to Tiberion's topic in KSP1 Mod Releases
I am using this mod now for some time and i love it. But i have one major question. How do you make working decoupling nose fairings? The "normal" half parts are ok. I am talking especially about the 3.125m diameter fairing parts, where you need 4 pieces. They have no kinetic impulse when decoupled, so the rocket just flys through the depris. I tried that explosiv bolts, but i don't get how to use these things. My payload is only a 1,25m probe with solar panels and some science parts. So, there is no room to add bolts on the probe. I also tried to add some mini solid booster to the fairings, but its not possible to attach anything else to the fairings then other fairings. hmm... -
Rover S MK1
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The larger the craft, the heavier it is. SAS works with gyroscopes to create torque to spin a spacecraft. This is limited, so a heavy ship needs a tool to be controlled. RCS is much more precise and necessary to dock. Depending on how you place your RCS-thrusters, you can go also forward and backwards.
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I think, money is the main factor IRL. Every design needs to be financed. If a Delta IV Heavy works with normal staging, why to develop much more complex systems for the same job. If more starts go to private firms like SpaceX, money will even more be the factor for design. Didn't said Von Braun something like "Keep it simple and test it."?
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The parachut holds really thight at the part he is snapt on. But other parts just rip of when the chute deploys. Attach the parachutes radial at the fueltank below the capsule. A way around is a full burn in the moment the parachut deploys. But to be honest, test your craft BEFORE its on an other planet. ^^ Test, Test, Test and keep in mind, the Kerbin has other athmospheric parameters then duna.