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Hidden Gunman

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    Rocketeer
  1. One way to do it is to construct your command module first, then construct your lander on top of that (basically, attach and construct it second). So long as your non-lander has a command component first, you can add a second (or more) command component, and if I recall, save the lander as an assembly (you'd need to check that though).
  2. I designed a plane with long wings that basically just wallowed at low altitude, but over 10k up it became a beast...it would zip along with jets on (more or less) idle at 2000kph, but would gradually dive and climb between 36 000m and 25 000m. No piloting involved, it just did it's thing (using NEAR).
  3. Have you got power on your probe? Check that you haven't run out of electricity...
  4. Gamesbooster simply shuts down background programs and processes. Rather than simpy accepting the default setting, it's worthwhile to tweak it so that you set what it does and does not turn off. It can make a significant difference to game performance. Make sure that you also tweak your security suite settings, and allow the appropriate programmes (i.e. your games).
  5. That's sort of the the point...the printer modules come in a range of sizes, each able to make certain parts/assemblies based on their relative sizes. You would take a big non-rover'able one to manufacture the parts for your base, then use the smaller ones when away from the main location. However, you would need to make a 'skip loader' or some sort of mining rig to supply (notional) resources or Mun rubble to the printer for it to actually print stuff. Rather than making the game easier, it actually involves a lot more effort on the player's part - also adds another dimension if the stuff needed to go into the printer isn't too common and you have to look for it.
  6. Actually.... http://rt.com/news/203643-moon-base-3d-printer/ I see a big*ss mobile printer module. If it can't be done in KSP, it can't be done...
  7. You take a day off work because KSP just updated to the next version...
  8. Anywhere from 24 to 60, if I limit fps to 60...if not it generally clicks along at 54 on average. As someone posted earlier - use Razor Gamesbooster. Not just for KSP, but most games. On top of that, experiment and adjust settings via your graphics card operating menu, and balance that with the ingame menu...that makes a major difference. One thing I found out yesterday was that I installed KerbalModManager, and launched the game through that...it launched in 64bit, and gave me warnings, and the game was a bit of a lottery when it ran (but it did run, sometimes)...however, booting out of Gamesbooster, it launches in 32bit - probably something to do with the launch path I set for it.
  9. I installed last night, and found my game experienced massive issues: Upon loading a pre-made 'load' craft in the assembly shed, after removing a part I could no longer attach any parts. I then tried assembling a new craft - after selecting a command unit and attaching several parts, it then reverted to not attaching any parts. After restarting the game, and repeating this process a number of times, I then got weird anomalies - I loaded a pre-made craft, and the rocket engines all started in the assembly shed, exhausting out sideways like a roman candle or katherine wheel (entertaining, but odd). I then started the process of removing mods, individually, checking for anomalies, then re-installing individually and checking, etc. Whatever the conflict, it appeared to be triggered by Tweakscale, as without it the game is sweet. I'll post a mod list shortly.
  10. Kerbal Alarm Clock, In-game Notes, coding mission names, and a notepad. It's something of a nightmare.
  11. I'm seriously considering designing one as a spaceplan and flying it to the Mun...
  12. "Cry havoc! and release the dogs of warp!" Shakeskerman
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