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About captainb

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  1. So far I strongly dislike all of the revamped adapter parts. I actually think they look significantly worse than the originals. I agree with some other posters about too much detail. IMO squad should remove all the excess lips, ridges and lines and just go for a smooth transition between sizes, potentially with a slight curvature of the cone part. I tend to use the Rockomax brand adapter 02 and the FL-05 adapters (the flat ones) a lot in my creations but if they go this route for the Rockomax ones I will have to find some other part instead.
  2. captainb

    [1.3] USI Life Support [0.5.0]

    Yes, you are right. I started a new test save and played with a few configurations The in-flight status window only reflects time to consume current on-board supplies, not factoring in greenhouses. Which means I need to remember the number from the VAB and compare to the MET to see how I'm doing until the fertilizer runs out. Edit: I did figure out that my 2x Nom-O-Matics 500 aren't producing nearly enough supplies to keep up with the needs of 4 kerbals, which means I need a spacecraft re-design
  3. captainb

    [1.3] USI Life Support [0.5.0]

    Yes, both units are on and at 100% load. They started with full EC and fertilizer and are slowly accumulating Mulch and Supplies. you can also change the severity of habitation timers from the main menu
  4. captainb

    [1.3] USI Life Support [0.5.0]

    First time for me using USI-LS, I am working on a 4-crew flags and footprints round trip mission to Duna. I think I have misunderstood some aspect of how the fertilizer resource interacts with the Nom-O-Matic 5000 Greenhouse. Looking at my ship in the VAB I'm seeing endurance of 1y 94d without and 2y 305d with fertilizer. However, when I look at the same vessel in LKO, I only see the 1y 94d endurance per crew with no boost from the fertilizer that's present onboard. So what gives? Am I reading the VAB status report wrong?
  5. captainb

    Creating a spotify playlist for KSP

    I have been liking the "Deep Focus" playlist recently. Its very atmospheric but not too somber or anything
  6. captainb

    Mk3 Expansion - [KSP 1.6] Version 1.4.7 [10/17/18]

    Any chance for either a short or 'flat' 2.5 to Mk3 adapter?
  7. captainb

    [1.6.x] Decoupler Shroud

    Awesome mod @navot! I love how the the shroud stays with the stage below instead of just flying off like confetti. The way engine shrouds were meant to be! Also the texture options are great!
  8. captainb

    KSP Weekly: The Orbiters!

    To be honest I prefer the prior suit design over either of the new ones. As nearly everyone else has mentioned, the white with red stripe helmet looks better than the sooty grey, but I also prefer the more realistic if slightly muddled details in the original suit body to either of the overly simplified new ones.
  9. captainb

    [1.4.x] TweakScale v2.3.12(Apr-16)

    I've updated to the latest version with the MM patch. Seems to solve my problem, thanks @linuxgurugamer!
  10. Thanks I inquired there. Is there a way to make the decals massless without the uncontrollable shaking?
  11. captainb

    [1.4.x] TweakScale v2.3.12(Apr-16)

    Hi I'm trying to use this mod with Nebula Decals. I'd like to rescale the decals without increasing the mass. I'd like to keep the other parts re-scaling behavior unaffected. Any ideas?
  12. @linuxgurugamer thanks for adopting this mod! I love adding a little personalization to my ships. I have a request and a question. First, the request: Could you add a curved decal that is curved the other way? I'd like to be able to place decals rotated by 90 degrees on fuel tanks. Second, a question: does the mass have an effect for physicsless parts? I tried editing the config to change the mass to 0.000, but bad things (uncontrollable shaking) happened on my rovers when I did that. I want to be able to tweakscale the decal without increasing the mass.
  13. Hey guys. I am having issues with the PAL wheel deploying too forcefully and either going through the ground (at which point it becomes completely immobile) or flinging the vehicle it is attached to high into the air (this is on Kerbin, I imagine it is much worse on lower gravity worlds). Has anyone come up with a fix for this? I would like to edit the .cfg file to reduce the "deploy force" if that is possible, but I'm not sure where to start. I see there is also an issue raised on Github but no response as of yet.
  14. captainb

    Why is so much harder to get to Earth Orbit?

    You've answered your own question by your delta-V stats (although Kerbin orbital speed is closer to 3500m/s). Earth requires a much higher velocity to achieve orbit because it is bigger. If you think of an Evil-Knievel motorcycle jump you need more speed to jump 10 buses than only 3 for a given ramp height. Same with Earth/Kerbin - you need more speed to keep falling and missing with a bigger planet.