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AlbertKermin

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Everything posted by AlbertKermin

  1. I just wanted to put my two cents in- namely, to thank @CobaltWolf very much for all his hard work on this mod over the years. I'm sorry to see it end, but I'm excited that Squad decided to make something similar part of the stock game! I know I pretty much abandoned this mod, and in fact KSP, but it was not really by choice- I've developed chronic tendonitis in both wrists, and even simple things like docking and maneuvering EVA Kerbals became very painful, and I had to choose to focus on the things in life that either don't use my hands much, or things that I though it was worth fighting through the pain for.
  2. Um- thanks? That's using the radius at the surface, not above the atmosphere, though.
  3. Question- what is the orbital period for a stable low polar orbit of Saturn's moon Titan? I'm working on editing my second book, and my version of RSS is broken, so I can't double-check my numbers.
  4. I actually just published a sci-fi novella, so I thought I'd share. It details the adventures of the astronauts on the first manned mission to titan, as told by one of them through her blog. It's also partly inspired by a Laythe mission I ran back in the KSP 0.23.5 days. https://www.amazon.com/dp/B07FP4VGFS Also, I am aware that spell-check pulled a fast one on me in the Amazon description. It should be fixed shortly.
  5. Can someone point me to information about the Roadster and it's payload? I'm trying to look it up in order to make a Stellaris mod, and I simply can't find some of the information. Namely, I'm curious as to- What the overall mass was (is there a big block of cement in there somewhere?) Where in the car is the Ark 5D disk? Is the paint a polymer, or something with a lower chemical weight more likely to hold up when exposed to solar wind?
  6. I've been wondering something for a while- could Kopernicus be used to create different altitude-based biomes (similar to how we have InSpaceHigh and InSpaceLow) below sea level on Kerbin? I think it'd be really neat to have separate sets of science results for the epipelagic, mesopelagic, and bathypelagic zones. Probably a impractically difficult idea, I know, but I can't help but be curious.
  7. The magnetometer, retro-reflector, seismic sensor and heat probe will work anywhere. The CCID scanner and Solar wind Spectorometer will only work on planets without an atmosphere. The weather station will only work on planets with an atmosphere.
  8. This may be a dumb question, but is there any place I can find a labeled map of the biomes on each planet in this mod? Updating the SEP definitions has been really, really slow going without one.
  9. Yep. I actually think it should be higher to be realistic, but it means that the absolute largest KAS container (the gigantic 2.5 meter one) can just neatly hold all eight segments.
  10. I'm going to tag @CobaltWolf and @DMagic, since they do most of the work for Surface Experiment Pack.
  11. Ok, I've encountered a bug. Not game-breaking, but annoying. Is anyone else seeing the KerbNet maps sideways?
  12. Yes, yes it would. And If I could manage to create a properly custom planet in Kopernicus without making a complete hash of it, I would. I messed around with that config SO many times, and it is a really great idea, but as far as I can tell it runs the procedural generation code every time the game loads?
  13. I have went and created the Single Most Epic Mod Ever. Ok, maybe you would believe it's an Absolutely Epic Mod? A wonderful and useful Mod? All right, I admit. It's a lame Kopernicus mod by someone who can't Kopernicus properly... For a while now, a few things in KSP's planet setup have bothered me. I usually use @CaptRobau's incredible Outer Planets Mod, so my KSP solar system is a fairly good match to the real one. Unfortunately, this illusion is most broken by- Ike- It's huge mass is in no way a proper analogue to either Phobos or Demios. No Asteroid Belt- All we have is Dres, and it is a sad and lonely space potato. It needs it's neighbors, and I just couldn't seem to find a mod that added them to my satisfaction So I made this slightly less than ingenious mod, using Kopernicus, to fix these problems. It adds a number of new bodies to the Kerbal system, almost all of which are clones of Gilly. After due consideration, I decided that some of you might actually enjoy playing around with it, and so I uploaded it. The new planetoids are as follows: Duna System- Tafy- Providing a Kerbal analogue to Demios, Tafy has low gravity, a grey-brownish texture- and has been accused of being a Gilly imitation. Adlai- In Ike's original orbit, this analogue of Phobos has low gravity, a grey-brownish texture- and has no similarity to Gilly. None. Whatsoever. All right, it's literally a copy of Gilly. Asteroid Belt- 1 Dres- I can take no credit for this planet. I just thought it would be clever to stick a "1" in front of the name, creating a consistent naming scheme for the entire belt, and reminding people *cough*myself*cough* who kept getting confused about which planet was an analogue of which asteroid. 4 Ike- Named after the supposed moon of Duna, 4 Ike seems to be the one honest planet in this part of space. It is the closest asteroid to Kerbin, and should be one of the easiest to get to. Yep, I just flung Ike out into Vesta's orbit, and stuck a "4" in front of the name. 2 Blorg- A remarkably large asteroid, 2 Blorg wanders the space near Dres, trying to look friendly. We don't think it actually is. It's actually another Gilly copy, and I think everyone knows where the name originated I actually knocked the inclination down a bit from the real 2 Pallas, but it's still really, really tricky to get to. Seriously. I dare you to land a probe there. 10 Splork- A remarkably small asteroid, 10 Splork is one of the primary reasons the space near Dres is Not to be Trusted. It's another Gilly copy, stuck into an orbit that's an analogue to 10 Hygiea. Spacedock This mod requires Thomas P.'s Kopernicus mod, which can be found here:Kopernicus Change-log: Licensing:
  14. I saw the LEM pics you posted, and I just kind of stared awestruck for a minute- or fifteen. Also, happy birthday!
  15. Just messing around with this mod, and there's something I'm not understanding- it seems like, in the configs, KSP has to run the entire procedural generation every time it loads to create this planet?
  16. @CobaltWolf I just uploaded the update to spacedock. Could you update the OP to indicate the current version is now 1.1 (and credit @Deimos Rast for his help with the module manager configs)?
  17. 1. The parachute has an awful lot of functionality for one .625 meter part as-is. You could simply stick a decoupler beneath it, and a .625 docking port below that. 2. You can just turn the whole thing sideways, and burn laterally. It's not as efficent, but it should be enough to affect your orbit somewhat. 3. We had enough trouble with the parachute, thanks. No plans to alter it in any way!!! 4. I'm already planning to modify the remotetech patch to increase the available battery amount.
  18. Yep, you can pack six of them into a 2.5m service bay! They're fairly light, so from a <250km orbit, it shouldn't need more than a .625 monoprop tank and an engine (or RCS, or RLA stockalike engine).
  19. Thanks! The next update will incorporate several of those configs (although I just integrated the SciBox config into the main file, since I intended to have one in there, and completely forgot ). That said, I also tuned the KAS storage space WAY down to 50 liters and four parts, since there just plain isn't that much space in there. Also, the next update should hopefully fix the bug I noticed..
  20. I'd like to make a few notes- 1. My RemoteTech config is far from the best, so it could use some improvements. 2. From a near-Kerbin-asteroid orbit, a 41,300m periapsis was almost too hot for some of my tests.
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