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JDCollie

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Everything posted by JDCollie

  1. Holy kerbal on a cracker, how did I not know about this? o.O I must download now.
  2. While I haven't suffered disassembly yet, I have had my kerbals consistently ragdoll a bit when getting out. Also, I've had a few issues on the Mun with traction, mostly great difficultly accelerating. I assume it is due to the low weight of the rover (and therefor not really the mod's fault) but I thought it was worth a mention just in case. Other than that, I'm loving it so far
  3. Oh hell yes. Considering that RoverDude's mods stand side by side with FinePrint for my favorite mods in .24, I can't wait!
  4. In addition to everything else everyone has said, you may try experimenting with your flight profile. I generally try and level out a bit at 20km, rather than 25, as a lot of my designs used to have problems maintaining sufficient lift at 27+km without some speed gain first.
  5. I take a very conservative approach overall ( I often play with Remote Tech, which encourages a lot of infrastructure developement before expanding. ) I've been to Jool, but none of it's moons, and I've never reached Dres or Moho. ( I flew by Moho once, but my approach was terrible so I lacked the dV to enter orbit. )
  6. First, let me say that, for a first station, that is an excellent effort! As for asymmetry, you can counter it to a degree by reducing your thrust. You can do this by simply not cranking the throttle so much, or if you want finer control, you can right click on the engines and adjust the thrust limiter. If you thrust is low enough, your SAS should be able to counter the asymmetry (though of course there are limits) Personally I find it much easier to build stations I want to move along a single axis. For example: (This is obviously heavily modded, but the point still applies.) Similar to Frank_G, I have a version of the station designed to be moved. If I want to move the sections around on the docking hub once I reach a destination, I totally can, but while I am moving the station, I want all of the mass to be balanced along a central axis. This makes the ship far easier to transport. Also, if you want to see how the finished station will work out, you can build the station in the VAB first. Then, when you are happy with the design, divide the various sections into subassemblies for individual launch.
  7. Currently the stock game does not have this feature. If you are comfortable with modded gameplay DebRefund ( http://beta.kerbalstuff.com/mod/57/DebRefund ) allows you to recover debris that falls out of loading range so long as the objects were on a suborbital trajectory and had sufficient parachutes to allow the item to land at ~10m/s or less.
  8. How in the hell did you recover a ship from orbit? o.O
  9. With the inclusion of Spaceplane plus in the stock game, we'll at least be getting some tiny radial engines. Still, some 62.5cm inlines would be very welcome
  10. "The Kraken stretched forth it's mighty tentacles, and thus ended the fourth age of Kerbin" - Necrokerbicon
  11. That is the most wibbly wobbly base I have ever seen, and it was awesome.
  12. Also, not all "there's a mod for that" comments are meant to mean that the suggestion should be shot down. I know I have suggested mods to people because I think it would fulfill their gameplay desire until such time as Squad can catch up. Nothing wrong with helping a brother out.
  13. Made some huge progress on my preliminary Mun base. The neat thing about this place is, of the modules present, more than half were manufactured completely on site. By the time it is complete, that number will be nearer 90%.
  14. Will this be ORS compatible? If so, it would pretty much be the end game, end all colonization mod
  15. Also, how does KSP Interstellar add IntakeAtmosphere as a resource to existing intakes, anyone happen to know?
  16. I totally second this. 1.25m and 62.5cm parts are my bread and butter for the most part.
  17. I really need to learn not to drink soda while reading this thread.
  18. I have spent as much time bugfixing my ridiculously modded .24 build as I have spent playing it >.> . . . but I can't stop. Unmodded will not be tolerated!!!! Also, I seem to have gotten it stable, so maybe my sins have paid off?
  19. The MFT versions of the TACLS (v9 pre 4) cans aren't playing very nice with the MKS/OKS life support storage. I transferred oxygen and food from a normal sized MFT TAC life support cannister, and it placed 458 days worth of oxygen and like 4000 days worth of food. However, using just the v9 build of TACLS that doesn't include the MFT versions, the transfers go over fine. I think the MFT tank definitions aren't getting along with the conversion ratios for MKS/OKS storage, but I could be wrong. I'm also not sure the issue persists with the .20.5.1 release of MKS since I was using .20.3, but after briefly talking to Rover, I have no reason to suspect that the problem has gone. I hope that there's something useful for you there Excellent mod, btw, thanks for the work you've put into it!
  20. Yeah, I'm not so sure now either. <-- doesn't know jack all about debugging WOW. Well, it seems that I have no idea what is going on. I can load my savegames or start a new one without errors but only if I delete a folder from my Gamedata before starting KSP. Doesn't seem to matter which folder, so long as I delete one. Go figure.
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