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Strangelove444

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Everything posted by Strangelove444

  1. Hi! For some reason, ModuleManager isn't picking up the CTT after I've put the files in GameData - I'm not sure whats wrong, other mods are coming in fine. Logs show that ModuleManager sees it, but the tech tree it spits out is just vanilla...
  2. I can't seem to find the Flight Assistance settings (mostly to change the values of the Dynamic Control Adjustment) - could someone point me to where I can do that in-game? I couldn't find it after updating to post-1.0.
  3. It's nice to have a test run or two where I can allow it - if my new rocket suddenly flips over and decides that the crew inside should really take a closer look at the ground RIGHT NOW, then I feel like that would've been caught by something beforehand, ha. Only for resetting and reloading, though. No part clipping or anything like that.
  4. I'm planning on starting a (very) heavily modded new game of KSP, and was wondering whether using 32-bit windows or 64-bit Linux would be more ideal (as many mods reject 64-bit windows due to bugs and other various issues). If anyone has any more knowledge on the topic, if Linux is indeed the answer would a dual-boot or running a virtual machine (like with VMware Workstation) be better for maintaining performance? Ideally if something like workstation worked then I wouldn't have to bother with a restart every time I wanted to send poor Kerbals into the void of space.
  5. I have a solution for this - don't do the testing contracts. I completely ignore testing random parts in random configurations and only work with the other types - combined with a healthy collection of (difficult) mods, it makes the game much more... interesting. If I do get close to running out, setting up a kethane base and importing it back to Kerbin (for example) is much more fun than triggering a booster between 21000 and 34000 meters.
  6. Have you ever considered making it so that instead of spawning all lonely out there in space, the Kerbals generated by the "Rescue Kerbal" missions show up in DERPs instead?
  7. I've recently gotten back into starting a new career save, and wanted to use this tree. After getting TreeLoader and putting the tree.cfg in the save file, for some reason a lot of the nodes are scattered about the place and I can see about 10 to 12 nodes (some empty) scattered around the science screen with various costs, from Heavy Atomic engines to some life support systems (a random selection with highly varied point costs). Does anyone have any idea what I could be doing wrong in putting in the tree, or if anyone else has had this problem?
  8. Looking forward to this mod getting updated for the new parts! This tech-tree is great!
  9. I was just happy that I was able to do the Apollo-style rendezvous in orbit around the target moon... And I had my rovers (if I had rovers at the time) just dangling off the side with KAS, ha.
  10. Is the mod compatible with Kethane and KW Rocketry?
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