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Scotskerb

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Everything posted by Scotskerb

  1. So far, I've had this problem only when the orbital lab is involved. Basically, if the orbital lab is involved in the rendesvous at all, everything will shift around wildly when RCS or any type of thrust is used. EDIT: I stand corrected. This happens without the orbital lab as well, but seems to stop when you quickload with just a kerbal on EVA and a single vessel.
  2. Is kethane a finite resource? Like, can you extract all of the kethane from a given location? Some elements of the mod seem to imply this, though I can't seem to find any actual information on the matter.
  3. Can someone explain to me why there are two engines that require liquid deuterium to function, and not a single part that actually contains the stuff? Just to clarify, I do have Community Resource Pack installed. Edit: I also can't find anything with fusion pellets, which seem to be a requirement for the SRX Flux II Bell.
  4. In terms of radiation belts, is there any plan to implement compatibility with extrasolar planet mods? I've been told that the radiation belts of exoplanets face Kerbol, despite the fact that they're nowhere near Kerbol.
  5. Is there support for the Breaking Ground DLC (like surface features that interact directly with the DLC)? And if not, is there any plan to add such things in the future?
  6. I know I can probably find out by playing, but I'd like to be informed of this ahead of time: with the new ignition limit feature (which wasn't a thing the last time I played), is there a general average limit for most engines? Also, what engines, if any, still have unlimited ignitions?
  7. New Horizons, a planet pack by @KillAshley, is my all-time favorite mod in Kerbal Space Program, as it completely revamps the Kerbol system into something completely new, giving many new bodies as well as rearranging the old ones. Unfortunately, KillAshley seems to have vanished over a year ago, and unfortunately, this means that no new updates have been made to the mod. I myself am illiterate in the way of KSP modding, so I cannot do this myself, but would someone else maybe be willing to pick up the torch and make sure that this amazing mod doesn't die?
  8. Could you release version compatible with 1.7 soon? Because Kopernicus requires your mod, and I therefore can't use any planet packs (my favorite kind of mod) until it's updated.
  9. Is it possible you could add a contract that's like the space camp, but for kolonists from MKS? Basically, instead of requesting a 40-day orbit around Kerbin with 12-16 kerbals, and giving you a pilot, engineer and scientist, it would request a long-term orbit around another body (probably Duna, since it's the kerbal analogue of Mars, the real-life most promising planet for colonization) with around 30-40 kerbals, and give you around 1-3 of each type of astronaut from that mod. Also, the prerequisites would obviously be different. I've been trying to make one myself, but I don't know how to get it to work.
  10. Sorry, guys. I haven't worked on this in quite awhile due to other things stealing my attention. I'd really like to get back to it, but I'm currently dealing with college, writing projects, D&D campaigns, etc.. I have not fully abandoned this project, but progress will be slow until I can pour more of my time into KSP. P.S. I am well aware that the patch for the Jool System only works with no other planet packs. I'm still trying to figure out how to edit the configs in such a way that the changes will actually be applied (the normal config format doesn't work for some reason).
  11. Is it possible you could edit the way magnetospheres and solar panels work to make them compatible with multiple stars?
  12. I have created a set of patches for a few planet packs here, though I will warn you, with New Horizons, Kerbin's rotation period speeds up to 35 minutes and I haven't figured out how to fix it.
  13. Yeah, I can't seem to edit the Jool system myself, and the Principia version of the patch disappears as soon as you add planet packs. There is a mod to make the Jool system more stable, but I would need to find it first.
  14. Is the micrometeorite shield capable of withstanding the heat from stars? Because I had the idea that maybe it could be used for interstellar aerobraking.
  15. Is KSP supposed to be able to load with all of the expansions to KSS, or do I have to pick just a few? Also, can you add compatibility with the Explodium Breathing Engines mod (planets with flammable gases in their atmospheres, such as Laho, would have the resource explodium)?
  16. Could compatibility with Kerbalism maybe be added?
  17. Do you think maybe you could add radiation definitions for the Kerbalism mod?
  18. I did install every single expansion to the mod, so that may have something to do with it.
  19. Unfortunately, I seem to be having a bit of trouble running the new version of KSS, and I don't currently have the available time to locate the problem, so it could be a while before I post further updates on this thread. Sorry.
  20. Quick question: does the microdebris shield currently have an in-game use, or is it purely cosmetic?
  21. AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA....! --Jeb, 10 December 2017
  22. I don't believe so. Kerbalism seems to be hard-wired to see the center of the Kerbal universe as the one and only star.
  23. Yeah. I was going to do this with Kerbalism, but, as StarCrusher96 said, it's not currently compatible with multiple star systems.
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