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nuclearping

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Everything posted by nuclearping

  1. Thats simply the so called "Fish eye lense" effect. Wake up and do your own research! Don't listen to the kovernment shills or all the paid actors here in this thread claiming Kerbin is round. Thats laughable!
  2. True. Tried that. Works. Thanks for the hint. But it already kicks in at 2m/s.
  3. Hmmm, weird. When I start a new Sandbox game and copy the .craft file over and load the ship, the engines work instantly. But in my Career game they still "flame out" ... ?!
  4. Hey Did I miss some change regarding the TORY Nuclear Ramjet Engine from the KSP Interstellar Pack? I remember some KSP versions ago, you just put them on and they were good to go. But now in 1.2.2 with the latest KSPI, I can't seem to get them working. They say "Prop. Requirement Met: 0.00%" (Propellant = Atmospheric). But I have plenty of Air Intakes and two Engine Nacelles. Even put some Radiators on to satisfy the KSPI Heat Management. And when I throttle them up, they go from "Status: Off" to "Status: Nominal" for ~2 sec and then to "Status: Flame-Out!" "Cause: Air combustion failed". What am I doing wrong? Thank you!
  5. Agree. I used the first versions of this mod and it was pretty simple and straight forward and worked. Now the new version is an overly complicated "clusterf*ck" of buttons and panels and doesn't even seem to work anymore. Like I want to HOVER a quadcopter. I set "Enabled", click on "Hover" and nothing happens. I click on "AutoThrottle" and it goes to full throttle. Now I can set "Alt. (m)". I set it to 1000.0 click on "Set" nothing happens. I click on "Hover" again, nothing happens. But now I got a trackbar to set "V.Spd." I put it to 0.0m/s and it goes full throttle again all the way up to 8km. Rince and repeat. Just frustrating.
  6. There are no "Kerbonauts". Space doesn't exist. Mun landing was fake. Kerbin is flat.
  7. But before you can do the "drag & drop" thingy, you have to manually open X (different) pages, click here, click there, double click to open Zip, click, click, click, ... Thats the annoying part with updating. I gave CKAN another shot. It still suggested me installing other stuff and when I open the game I get update recommendations for various mods from "KSP AVC". So CKAN seems to have some outdated versions. But it was the least hazzle so far.
  8. I remember when I tried CKAN back then, it offered me / required "dependencies" and other stuff for various mods, so I always ended up installing more than I wanted and didn't need when installing the mods manually. But I will give CKAN another try. Didn't know the situation is so bad about Curse Client. :/
  9. I didn't play KSP since 1.1.2 and wanted to spend some time with it. I see there is version 1.2 already, great! But here comes the problem I think everyone ran into already: Updating ~40 mods each time a new version is released is painful and always takes me like 1-2 hours and frustrates me to a point where I rather play something else. Isn't there an easy "one-click" solution to update all mods? I know about CKAN or Mod Manager, but personally never got used to them because they still require too much user interaction and configuration. Since KSP Mods are hosted on Curse, I wonder why there is no KSP section in the "Curse Client" software? I was using "Curse Client" to update all my WoW mods back then. Was quick and easy, no hazzle at all. Just a simple and easy one-click solution. @SQUAD Would it be possible to integrate KSP into the "Curse Client"? I think that would be awesome!
  10. Thank you very much for keeping it alive. Fortunately for me, I'm quite busy with some RL work projects since last year and also haven't been playing KSP for quite a while. So unfortunately for this mod, I don't have much time and energy left to spend on getting back into C# and Unity stuff. I already had some ideas in the past, like a part which you can put on a probe and deploy it on a surface and it will tell you the time on that spot, etc. Maybe I will get some time later this year when the biggest workloads are off. Until then, I updated the OP and the title with your link.
  11. Is there a way to disable Life Support shutdown due to Electric Charge loss? So Interstellar mod users can use your mod without the problems I described above? Or any ETA on Interstellar compatibility? Great mod btw. It covers alot of things I wished for since a long while. Will for sure donate some € if I can get it running properly with Interstellar mod.
  12. Having a problem with Kerbalism and Interstellar Mod. I'm having a mothership in orbit of Duna with 1 Kerbal aboard. On Duna I have a lander with 3 Kerbals and ISRU, which is meant to fly refuel missions for the mothership. Both ships are equipped with nuclear reactors and a thermal electric generator. So they don't need batteries, solar panels and basically will never run out of electric charge. However, when switching to the lander on Duna and timewarping for mining and refining ore, I'm still constantly getting stopped after some seconds by warning messages, that the mothership is running out of electric charge, "we are squeezing out the last bits ..." When I ignore the messages, the Kerbal aboard the mothership eventually dies due to lifesupport system shutdown. But when I switch to the mothership it instantly says "Relax ... Power restored. Crew is allowed music again". How to handle this? Haven't found related search results.
  13. Well yea, I could. But thats also unnecessary payload. So you could stick to Air / LQ fuel or LqHydrogen. But however you turn it, you still end up needing a refuel after getting into Orbit. Isn't it possible to build a SSTO with a Fusion reactor and Plasma thruster or something (anymore?), like the guy did in the video?
  14. Interessting. Thanks for the info. Never used Hydrazine in my whole gametime with KSPI though. Will give it a shot. Can you make Hydrazine with ISRU? If yes, from what resources? Ore? Or do you need to scoop? Edit: I noticed that if you apply TweakScale to reactors, generators and engines, they seem to not scale properly in terms of power. I built a Mk3 SSTO with 1 large Mk3 LQ fuel tank, Pebble Bed Reactor, Thermal Electric Generator and a Thermal Turbo Jet. After getting to Orbit, I still had plenty dV left. In comparison, an equivalent Mk2 SSTO with 1 large Mk2 LQ fuel tank, scaled PBR, TEG and TTJ I always end up in Orbit with much lower fuel then its Mk3 counterpart, even though it is smaller and lighter ... Don't know if this is true or I'm just imagining things ...
  15. Hello Has probably been asked alot. But can't find any related / up to date threads. So I appologize in advance if this is yet another thread ... I'm playing with KSPI (KSP Interstellar) since quite a while, but haven't really figured out how to use the Fusion Reactors and Generators properly. I know how to get a Nuclear Reactor working and how to build a Thermal Turbojet which uses Atmosphere and then Liquid Fuel. However, I'm still getting pretty low on fuel once I reached Kerbin orbit. So to venture further I need to refuel in orbit first. Also my previous craft wasn't really cappable of visiting Eve (I get in, but can't get out ... :D) or Moho due to too little dV in the end for the return. I know the "Interstellar Quest" videos from Scott Manley. I saw how he was using Microwave Transmitters. But I'm not a fan of them, due to their dependency on a proper relay network. Too much fiddle ... I saw an old video from 2014 some days ago of a guy building a Fusion Jet SSTO: But this isn't working anymore. The engine isn't available and using the normal "Plasma Thruster" instead doesn't produce any thrust on the runway at all. So long story short: Whats the relatively "best" way to build a powerful SSTO using KSPI, without relying on MWT or refuelling in orbit?
  16. Is it just me or is the "FS1TG Fighter Tail Gear" going haywire as soon as they touch the ground? There seems to be some weird physics going on. As soon as the gear touches the ground (after going from SPH to Launch for instance), it catapults the craft away through the air ... ?! Example craft: Just after Launch, before it touching the ground: Off it goes ... Firespitter bug or mod conflicts?
  17. Yes, thats indeed working. I deleted the shadow.cfg from the "BoulderCo" folder. Couldn't reproduce the bug with EVE + Scatterer + GN + Kop + Alternis + UL + OPM so far now.
  18. I did this. This is how my GameData looks like and where I put the Kop_Bug.cfg. Now Kerbin has rings and orbits Jool and the whole Kerbol system looks quite different. So I guess Kopernicus and the Planet Pack works? But I couldn't trigger the bug. MM seems to have loaded the new .cfg. KSC goes night / day, when I switch scenes. But never goes completely black. Edit Just put GN back into GameData (and removed Kopf_Buf.cfg) and the bug instantly reappears when I switch scenes. Edit 2 Just removed "Uncharted Lands" and added "OPM". Switched scenes back and forth. Works. So the bug seems to be appearing in this setup (at least here): EVE + GN + Kopernicus + Uncharted Lands.
  19. Ok, I tested that. And it looks normal, in terms of "usual Kopernicus bug": First I thought it might be related to Scatterer. But as it turned out it is somehow related to EVE. As soon as I have EVE + Kopernicus + GN + Alternis + OPM + Uncharted Lands, it goes black. Even in game, not only in KSC. I just tested bit and it seems to be caused by "Alternis" and / or "Uncharted Lands". It is working fine with EVE + Kopernicus + GN + OPM + EVE + Scatterer. But when I add "Alternis" or "Uncharted Lands", it goes black again. When I remove them, it goes back to normal.
  20. Having the same problem. But not using RSS. I'm using "Alternis", "OPM" and "Uncharted Lands" planet packs. I know the bug in earlier versions, where your KSC just was always at "night", but you could still see buildings. However this bug now, the complete ground is basically just black. This is a fresh KSP 1.1.2 install with the latest GN and Planet Packs mentioned above.
  21. Way too much code. string[] nerdMsg = { "You are a sad non-nerd that actually has a life.", "You are a nerd." }; bool nerd = alwaysHasXamerinStudioOpen || alwaysHasXcodeOpen || alwaysHasMonoDevelopOpen || alwaysHasPythonOpen; Console.WriteLine( nerdMsg[ Convert.ToInt32( nerd ) ] ); Much better.
  22. Sure, here you go: Poles: 1° 2' 32" N 274° 6' 9" W Polar Lowlands: 0° 55' 56" N 274° 10' 15" W
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