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Kowgan

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Everything posted by Kowgan

  1. I might be wrong! But as far as I know, reputation affects the levels of contracts that come to your Space Agency. The higher your reputation is, the higher are the tiers/profits from a contract. And making money/science without them makes the game fairly harder than it can already be.
  2. I was waitting for this mod for so long!! Thank you!! ()
  3. According to my tests, the mod seems to have won the battle against KSP updates once again, and presented no problems when running in KSP version 0.90.0.
  4. I hope Majiir has read my previous post about the incompatibility with SCANsat Can't wait to start using the mod again. Once more, thanks for your effort.
  5. Tested those here: Containers, fuel and strut ports. None are working right now. You can't edit the container's content, and Kerbals can't interact with the ports or containers. Give the mod maker some time, I'm sure we'll have it updated soonâ„¢.
  6. I've tested it here, and both A.D.E.P.T. and AdvancedAnimator seem to be working just fine on .90.
  7. Thanks, I'll keep you updated. Unfortunately, I've already packed that mothership inside the Kraken's Offering Container, and sent it towards Him, as a proof of my faith. It must've been eaten by now. But I'll either rebuild it on .90 or at my saved copy of .25, and see how things go. The engines on the front are a great idea, and RPing is definitely always included for me. So, I'd better start taking Kerbonauts' signatures, resigning any of my responsibilities in case of radiation. That's NICE! Really well done. But I got two questions, if I may: Did you set an autopilot pointing always prograde? What's that UFO at the very end? Is that an asteroid? Keep up the great work! -Edit- I just noticed the second quote was you again, CatastrophicFailure. Woo.
  8. @Theoderich, @Holyvision, @Martin0, @CatastrophicFailure: One DOES simply love this community. You guys are awesome, even when posting already-known info! Active Struts: My eyes flew by that mod thread several times, but I never thought they'd be any different than KAS' on-the-fly struts. Thanks for the tip, I'll look into that; as well as at Kerbal Joint Reinforcement and NovaPunch. About pre-struting the ship: Yeah, I completely forgot about that until I launched the top science lab. And then, I completely forgot that I was gonna add the cyclotrons until the time has come.
  9. That's a nice looking SSTO, Fail-Man! These shperical tanks are so funny. Well, my mothership was almost complete, so I went for a test flight. Yeah. I should've expected that earlier. But I was too ambitious to send the whole station in one piece to Eve. The Discovery 1 Mission has been canceled. For now. And motherships are a no-go for my Kerbals, until I figure some way to avoid the wobbling. I wonder if there's any mod that fixes that...
  10. So far, everything looks good. The most unstable part of the ship assembly is gone, when I was docking the fuel tanks on the bottom. Now, there's no wobble at all.
  11. The Discovery 1 ship is almost ready! I hope all those struts prevent any wobble.
  12. I don't think selling Kethane would be a good idea when you can turn Kerbals into it. Kinda of a dangerous market, wouldn't it be?
  13. I continue to assembly Discovery 1 at LKO; the mothership designed to bring 12 kerbals to orbit Eve. For Science. The ship is almost complete; We got two Cyclotrons and three fuel tanks + engines to go, plus fill them in space. Although today I noticed a flaw on the design: It's kinda hard to align the side tanks with the main one, while docking. I should've sticked with those double docking ports at the initial design. But I'll follow my heart and do it the Kerbal way: I'll leave it like this. Besides, Sheldo Kerman seems proud enough to have nailed those two struts together. I wouldn't want to make his great effort useless.
  14. Thanks for the answer, Ethernet. I think I've expressed myself poorly. And maybe, I did some wrong math. But you're right. Then, since you're saying that this density value is intentional, now I feel like overpowering the mod, here.
  15. Thank you for the info and your opinion, hab136! It's much appreciated. I didn't know about the ModuleManager config that would prevent my settings from being overwritten with an update. About the cheating opinion: I don't like overpowering things. If I have to do it, I'll always try to counterbalance it. At the same time, I don't think there's a problem in "cheating" on an open-universe, sandbox, no score/rank, single player game. Personally, I don't want to believe that changing those values is cheating. My personal opinion about the mod values is that the heavy weights are, yes, justified by the challenge to put them in orbit. I like how it has been done, and I think it's credible. But at the same time, I don't think it's credible having to build a big, massive rocket in order to bring just three cans of food into space. That's what motivated me to change those values. But then, again, I'd like to know the mod creator's opinion about it: Does he share his thoughts with you, and think the kibbals are just fitting the theme for their massive density? Or could they be considerably lighter and still feel legit? Thank you once again! Kudos!
  16. Hey, Ethernet. I caught myself asking it to my monitor screen, so, just out of curiosity, I'll ask you: Is the kibbal resource designed to be that heavy? Like, way heavier (4000% heavier) than liquid fuel? I had some failed launches and a big financial loss today, when trying to get three kibbal tanks to space. Basically, due to lack of dV, although a considerably big rocket was built for that. So, I took the liberty to change some values myself and make things lighter: RESOURCE_DEFINITION { name = Kibbal [B]density = .04[/B] unitcost = 1 flowMode = ALL_VESSEL transfer = PUMP [B]isTweakable = true[/B] } Now, my kibbal is 80% lighter - just a bit heavier than the LF+Oxi mix -, plus I got the ability to select how much kibbal I want to fill my containers with, in the VAB. What are your thoughts about it? Am I cheating? Is it a good idea? Take care!
  17. Another mod to make modders' lifes easier! That's how I like it! Thanks for your effort, Nightingale. That's a great work, and I'm looking forward to it!
  18. Speaking of which, are you using a modded decoupler for the LES? I kinda don't like the space between the LES and the command pod, created by the TR-2v Stack decoupler, and I'd like to know some workarounds for that. Thanks.
  19. It's pretty good, actually! Videos like these show the potential on how relaxing and immersive KSP can be. The images and good BGM choice actually made me start losing myself in my thoughts on the middle of the video; it was that relaxing. Great job! Keep it up!
  20. If I'm correct, firing any engine against the fuel tanks should damage them, even if just a bit. At least, that's what happen when placing the Sepratrons in that specific way. I guess that's why this kind of radial decoupler wouldn't be a good idea. We need decouplers with more powerful ejection force!! Anyway. Today I finally started launching my Voyager 1 mothership parts in LKO (I know, super original name). Two modules are docked together; Will need at least 8 more launches to finish building it up. Destination will be EVE. I had to launch the core twice, since the first one didn't have enough dV to stablish a stable orbit. Thankfully, I setted a launch escape system, and Jeb, Sheldo and Wilsen made it safely back to the ground. They couldn't stop screaming "AGAIN! AGAIN!" on the way back home, while recovering from the crash site.
  21. It's looking really nice, Tw1! May I ask what's that for?
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