Mighty1
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KSP Interstellar Extended Continued Development Thread
Mighty1 replied to FreeThinker's topic in KSP1 Mod Development
I noticed that the heat radiators don't work with the stock heat. Are there any plans to insorporate this or do I have to install "Heat Management" mod? -
Question about when to launch for Rendezvous.
Mighty1 replied to zhollett's topic in KSP1 Gameplay Questions and Tutorials
I do the same as FancyMouse. When the target is at 400 km launch but save before launching so you can refine your launch time. -
I had the same problem just last night with procedural parts (batteries) hidden inside the service bay but i used procedural fairings. Did you have any suecess with ID-ing the problem?
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Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Mighty1 replied to Paul Kingtiger's topic in KSP1 Mod Releases
@Daishi: That, sir, is just beautiful. I can't wait for the day when UT2 is finished. I find the stock service bays just too boring. A single tube with doors. UT is so much more pleasing to the eyes. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Mighty1 replied to Paul Kingtiger's topic in KSP1 Mod Releases
That is my problem. It is awesome but i'm running at the limit as is. I just hope that unity5 and 64 bit will come soon.. There are so many great mods out there -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
Mighty1 replied to Paul Kingtiger's topic in KSP1 Mod Releases
Hi all. I've been using this mod in pre 1.0.x and just loved it. Now feel free to call be a blasphemer but what do you use it for now that we got service bays? I run a heavily moded game and i just don't see the purpose of US and its RAM usage against stock service bays (except for the coolnes factor). Please enlighten me. -
[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Mighty1 replied to bac9's topic in KSP1 Mod Releases
i second that motion. If I read this correctly TT has given premission to modify his parts: "MK4 Fuselage Developers Kit"- 4,460 replies
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It has been almost 6 months now since there was any discussion about procedural parts (PP) and I just had a brainstorm. If every part costs a set amount of "build points" why not recover PP as build points. After recovery you would have x amount of different build points for tanks, SRBs, battery and if you make a new part then the amount of build points is reduced from that type of PP. I know it is not the most realistic implementation of this mod but when I reflect upon my own build style with recoverable subassemblies then it makes sense. After all (at least for me) the purpose of PP is to reduce RAM usage by deleting all other tanks and SRBs. Your thoughts?
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There are so many great mods which add to gamplay fun and complexity. Some of my must have mods are: - FAR - EVE, Distant object enhancement, planet shine - RT2 - Scan Sat - USI LS and US/MKS - Interstellar - KW With which my loading freezes on the SRB nose cone, maybe i'll delete it or switch to NovaPunch - B9 (not yet updated to 1.02) Of course, this is a lot of visual stuff here so ATM aggressive is a must. I I try to mod it until it is stable, but close to crashing. I am currently having a memory leak which adds 200kb/sec in the main menu and am trying to figure out what causes it. It appears, but is not confirmed, that there is a problem in FAR/Deadly reentry/Modular flight Integrator. I have to do some testing to see where is the problem.
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Oh thank you, thank you, thank you, thank you, thank you, thank you, x1000. Now KSP makes sense.
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Is that a 1980s LEGO space flag?
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ROTFL "KB-40". I just love this little details. But shouldn't it be KD-40? The original is W(ater) D(isplacement) - 40 (success after 39 reverts).
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The future of Kerbal Space Program
Mighty1 replied to Cocox's topic in KSP1 Suggestions & Development Discussion
1. 64 bit is in the works. 2. GP2 has a "maybe" status. 3. It is hard to implement comets. All those ice gysers. If squad manadges to pull that off then we can have volcanoes on planets too. I don't belive we will be seeeing any of that soon if ever 4. Squad has said it before that there are no plans for more stars to explore. But ofcourse, for every question the answer is "there is a mod for that" (except comets, I haven't seen that anywhere) -
Ahhhh, just great. So if want to modify my LV-N i have to add a lot of mass to be realistic. Then i will use stock RTGs... or clip them in the engine :"muahahaha"
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I found a bug. Vanilla + proc. parts 1.1.0 install. Ship 1: Proc. SRB, capsule, chute. Launch, when in space quicksave and quickload. The screen is black but the instruments are showing. Exit to KSC does not help. Only thing to do is exit and reload Ship 2: Engine, proc. tank, capsule, chute. Quicksave and quickload work normally. Ship 3: Engine, squad tank, capsule, chute. Quicksave and quickload work normally. Ship 4: capsule using Squad SRB - no problem Conclusion: SRBs are krakened. Drop them if you don't want to summon it. Note: it only works with empty SRBs. Quickloading with full or activated SRBs does nothing. It works normaly.
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I am interested if it is realistic. Can someone confirm or deny this. If it is I am putting the power generation module of the RTG.Cfg in the LV-N right away
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I just had a brainstorm. The LV-N is basically a nuke reactor with fuel used for cooling. Would it be realistic that a LV-N produces electric charges at a constant rate. Something like an RTG embedded in the engine. RTGs use heat from the decay of heavy elements, LV-N do not shut down their reactor when they are not burning so some rest heat should remain for it to produce electricity by the Seebeck effect. http://en.wikipedia.org/wiki/Radioisotope_thermoelectric_generator I'm no nuclear engine designer, but this suggestion looks like a logical thing the engine would do, or is it?
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I love to use telescoping pistons to attach my landing legs. When going down on uneven terrain they work marvels in enlarging your footprint = less tip over probability.
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Pozdrav iz Međimurja. Tak sam sada primjetio da postoji ovaj thread pa da se javim
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[1.1.X/1.2.2] Malah's Stock configs [2017.01.14]
Mighty1 replied to Malah's topic in KSP1 Mod Releases
Thanks, I wasn't aware that a new one has been released. I just tried it out. It unlocks but not in the modules it says it does while in the R&D facility. A minor problem which will surely be resolved in the release.- 83 replies
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