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theend3r

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Everything posted by theend3r

  1. How do you incerease the (physics) range? My missiles work only up to 5km which is fine I guess but it makes the AA defenses useless.
  2. I know this has already been asked but could you allow tilting to both sides and not just one so wheels could be mounted on the sides of the craft?
  3. Deinococcus radiodurans laughs at cosmic radiation. Even tardigrades weren't killed by the radiation but other sources during the experiments.
  4. I dislike it too but since it's good practice to slap on some probe core to all of your ships anyway I don't think it will change much for me. If they made all the probe cores upgradeable (e.g. like Interstellar does) then I would have no problem at all.
  5. Yep, the table solution should work. Thanks.
  6. I suspected as much. In that case would it be possible to implement resizing of some sort? Like [imgur width=50%]x[/imgur]. Although I guess it's probably not worth it since hardly anyone would use it except maybe for some oversized images. Thanks for the reply.
  7. Me and anyone who wants to build a 100 % reusable craft.
  8. It's nice we can [imgur]x[ /imgur] but why not allow us to use full html? I wanted to embed an imgur album smaller than the regular width="100%" height="550" but it looks like that's not possible, correct me if I'm wrong. Adding basic html arguments to the existing functions would be enough I guess but simply enabling html would be far better.
  9. Probably transferring between vessels by EVA inside Kerbin's atmosphere. Fighting the atmosphere with jetpack to board a ship feels very badass. Other than that some of BahamutD's Armory fights felt absolutely badass, dodging missiles and bullets under 10g:
  10. What I use is: Graphical mods (use with -force-opengl if it crashes): Environmental Visual Enhancements - clouds, atmosphere, city lights, dust storms, auroras... etc. Texture Replacer Planetshine Distant Object Misc. mods that do not change the game much: Chatterer Collision FX MechJeb StripSymmetry (useful for more compicated designs, good for asparagus) Kerbquake Kerbal Flight Data Kerbal Alarm Clock Part Catalog Raster Prop Monitor Trajectories (reentry prediction) Parts (make game non-stock): B9 Interstellar Tweakscale Scansat Various BahamutoD parts (BDArmory, engines...) Real Schute Pretty much everything in the first two categories improves the game while preserving the challenges and feel of the stock game (except MechJeb). I also use FAR but the changes it does are very drastic. I'd recommend it to you but you'll need to research it a bit first and decide for yourself.
  11. Really great mod, I'm having lots of fun with it: What does Armed:ON/OFF do though? It doesn't seem to change anything. Guard mode works either way.
  12. My advice is: Do not use Interstellar if you haven't managed to do everything there is to do in stock yet. I personally play with Interstellar and B9 and both mods increase the replay value tremendously but Interstellar makes things too easy. You can build rockets with infinite dv (thermal turbojet in atmo, plasma in space), you can have small engines with 3000kN thrust... etc. It's great once you're really bored of stock KSP but... you're not playing KSP anymore. Reaching only Duna means you're still at the beginning. Land and return manned craft from everywhere (except maybe Eve and Tylo, the rest isn't difficult), do some challenges here on the forum and then you'll be ready for Interstellar.
  13. That's unfortunately impossible. Get MJ, make a maneuver node, click Smart A.S.S. -> Node and it will hold the node heading for you. Then accelerate 4x using physics warp and leave it running. If you want to do something else on your PC you can alt+enter and alt+tab to keep the game running (just alt+tab doesn't work, it pauses the game). I'm afraid there is no other solution for extremely long burns. The best solution though is to make a ship that gets you there in a reasonable time, something that is always possible in KSP.
  14. Alt + regular warp = physics warp, but the maximum warp is 4x. There may be mods that edit that limit though. Mechjeb. This is probably the better solution. Even with 4x warp some nerva burns of mine took about half an hour in real time. If your ship is stable enough so it won't disassemble, Mechjeb can pilot it for you.
  15. Some of these things sound very annoying. If it weren't for the editor changes I'd just get the new mk3 parts and stay in 0.25 (which I'll probably do anyways untill all the mods are upgraded). The changes to the editor sound good though.
  16. Yay! Tried it and my constantly crashing 3.5GB RAM KSP went to perfectly stable 1.9GB. No gfx glitches, no crashes.
  17. We still need a stock 3.5m command pod/lab/hitchhiker. If we got some other parts alongside the 5m ones I'd gladly use them. Well, I'd probably use them anyway as it would save me fps when lifting kT to LKO.
  18. About 7.4M I think but most of that cost comes from Interstellar antimatter generators and warp drive:
  19. It seemed that way to me but I wasn't entirely sure. I'll have a look at it, thanks a lot. KSP forums really are awesome
  20. Would it be also possible to add mk2 and mk3 decouplers? It's missing in both B9 and stock mk2 and I need them really badly for safety ejection systems. Or if there is a mod for it would be enough I guess but stock is always better.
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