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Mighty1

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Everything posted by Mighty1

  1. 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?
  2. 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.
  3. 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?
  4. @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.
  5. 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
  6. 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.
  7. i second that motion. If I read this correctly TT has given premission to modify his parts: "MK4 Fuselage Developers Kit"
  8. 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?
  9. 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.
  10. Oh thank you, thank you, thank you, thank you, thank you, thank you, x1000. Now KSP makes sense.
  11. 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).
  12. I agree with both of you on that. The only option right now is to reclassify unwanted satellites as debris.
  13. 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)
  14. I'm glad to contribute. Now a question. What is the difference in cones regarding airflow? There are 2 types. standard procedural cone or procedural part set to cone with one end set to 0 width. The only difference i see is that one has an attachment point, the other has not.
  15. 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"
  16. One other thing. If you decouple the booster after burnout, save and reload the ship works but the booster reignites but with no thrust (burn effect). If I try to switch ships to it guess what - black screen.
  17. 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.
  18. 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
  19. 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?
  20. 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.
  21. Pozdrav iz Međimurja. Tak sam sada primjetio da postoji ovaj thread pa da se javim
  22. 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.
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