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[v1.2]KSP - Silisko Edition


NovaSilisko

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1. I have 17 RCS fule tanks, 16 are the outside balls and the 17th is a single wide one. For some reson the game chooses the 16 balls first and uses them up in about 3 seconds.

But thats not the problem, when one gets used up then its fuel seems to re-set so I always have 16 full and 1 being used no matter what.

2. Your cover dosent break off at all. Not in the atmosphere or in space, it just stays attached and dosent do shit! *ragequit*

3. not your problem: but this pack lags SOO MUCH for me D:

1. Game\'s problem, not something I can fix

2. Please explain more, kinda confused as to what you mean. The panels don\'t come off? Are you staging them right?

3. I\'ve never heard anyone mention this pack being laggy, but where are you getting the lag?

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1. Game\'s problem, not something I can fix

2. Please explain more, kinda confused as to what you mean. The panels don\'t come off? Are you staging them right?

3. I\'ve never heard anyone mention this pack being laggy, but where are you getting the lag?

1. Dang, I feel like I\'m cheating when I do that.

2. Well basicly none of the panel parts come off at all, Ill activate their stage and nothing at all will happen apart from the disconnector I have above the base dis-connecting.

3. Dont worry yourself too much about this, even in the base game I always get a frame drop especially right after luanch, Its just with your pack The launch lag is much worse and it remains laggy after launch. Its pefrectly fine in the VAB.

Also here are the two ships I made that are getting these bugs:

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1. Dang, I feel like I\'m cheating when I do that.

2. Well basicly none of the panel parts come off at all, Ill activate their stage and nothing at all will happen apart from the disconnector I have above the base dis-connecting.

3. Dont worry yourself too much about this, even in the base game I always get a frame drop especially right after luanch, Its just with your pack The launch lag is much worse and it remains laggy after launch. Its pefrectly fine in the VAB.

Also here are the two ships I made that are getting these bugs:

Well, for number 2, don\'t put the panels and the decoupler on the same stage. It\'s really not something I can fix, just put the panels one stage below the decoupler.

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Well, for number 2, don\'t put the panels and the decoupler on the same stage. It\'s really not something I can fix, just put the panels one stage below the decoupler.

Thanks, it works now. Also with the lag It instantly cuts out when I litrely jettison everything apart from my pod with parachutes.

EDIT: On the ships I made the lag cuts out the second everything apart from the litte lander has been jettisoned and hit the ground.

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I don\'t have any lag on my Golf Two, but then I don\'t try to turn it until the first stage cuts out.

Golf Three won\'t even take off, but that\'s because I was trying to make multiple landers into a single payload package and the connection is too flexible. I\'ll play with it more tonight.

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Expected changes: Too many to count, but I\'ll try

pretty much everything changed a bit

added RCS thruster

added docking port (nonfunctional)

new textures for most models

new payload fairing meshes

engines tweaked in efficiency (relaxed limits a bit)

heat shield now has 0 drag (preparation for it to be made physicsless, if possible)

new model for 2m gimbal engine

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Expected changes: Too many to count, but I\'ll try

pretty much everything changed a bit

added RCS thruster

added docking port (nonfunctional)

new textures for most models

new payload fairing meshes

engines tweaked in efficiency (relaxed limits a bit)

heat shield now has 0 drag (preparation for it to be made physicsless, if possible)

new model for 2m gimbal engine

Release it, I must have it.

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I posted somewhere else, but I\'m sure it will be most effective here. By any chance can you make some sort of cup/open part to propel parts aswell as stop them?

That was out of the blue, but yea.

That sounds pretty cool, what do you mean?

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Guest Flixxbeatz

I posted somewhere else, but I\'m sure it will be most effective here. By any chance can you make some sort of cup/open part to propel parts aswell as stop them?

That was out of the blue, but yea.

I don\'t know what do you mean, but that\'s how I understand it... :-[

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I was having an issue in 0.9 that I haven\'t tested in 1.0 yet.

I could select the radial stack decoupler, but every time I tried to drag it over to put it on my ship it would disappear. This happened on a couple different machines. Very odd.

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I was having an issue in 0.9 that I haven\'t tested in 1.0 yet.

I could select the radial stack decoupler, but every time I tried to drag it over to put it on my ship it would disappear. This happened on a couple different machines. Very odd.

I\'ve had that happen before, not specifically with this pack however.

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Huh, I typically jettison my fairings as soon as I\'m out of the atmosphere, but that may be because I\'m bad enough at design/piloting that I can\'t afford to cart around the extra mass, regardless of how much better it looks...

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With 1.0 I no longer have problems with that decoupler. About the only thing I can see it\'s good for is liquid boosters, however. Which begs the question: what is the mount on top of it good for? There\'s no fuel flow-through, so you can\'t mount LFT-decoupler-engine. I guess you could put a parachute up there, but... *shrug*

Still a neat idea. Throttlable boosters must be good for something.

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With 1.0 I no longer have problems with that decoupler. About the only thing I can see it\'s good for is liquid boosters, however. Which begs the question: what is the mount on top of it good for? There\'s no fuel flow-through, so you can\'t mount LFT-decoupler-engine.

Fuel lines in next KSP version. :)

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So kerbals are less than a quarter of a meter high?

From my guesstimates, they\'re 39 cm high, so, you\'re pretty close. I pretty much just took the kerbonaut model, scaled it down until it matched the size ratio of human beings in the apollo capsule.

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