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theJesuit

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Everything posted by theJesuit

  1. 1) I think that the largest torus should be rigid/metallic. Only because utilising stretchy material could cause issues at a reasonable rate of gees. How you would animate a rigid one 'unfolding' would be interesting though, the next size down may be arbitrary, but it may depend on its intended usage. 2) I'd be keen for it (without air/ food and such) to be within 18t as I prefer to play with a max launcher of around 140t and which is a single Mainsale for lifting, So if that is inflatable then so be it! 3) windows in an inflatable could be problematic, and the IVA is tricky. Bonus Eventus with his Mother thread seems to have worked something out though for rotating IVAs 4 and 5) it depends on what the torus is used for. If it is just seats then potentially up to 100 with the right size. But a long term habitat would include a gym, bathroom facilities, cooking, sleeping and working as well as some storage. Porkjet's inflatable torus has an IVA which may be helpful to gauge stockalike proportions with a current developer. IT 'seats' 4. Don't forget that the seats and such would need to be stored somehow when the unit is deflated! Peace.
  2. Both these contain inflatable centrifugal habitats, each utilising particular methods to create the animation. Neither has an IVA, but if you are clever you can manipulate the CFG files (and use Porkjet's internal) to place in the right number of kerbals that you want. Another option is to use Infernal Robotics to do something that you piece together yourself. Peace. EDIT - just tried out the SSTU ones - these will be pretty sweet once they are finished!
  3. I have [another] request for mod support please. Kerbal Planetary Base System by Nils277. Thanks for the hard work bring mods in line! Peace.
  4. Are you planning on it being able to be contained within a fairing from the stock 2.5m fairing base (so stowed with a diameter of within 3.75ms?) or the largest fairing size? Also, are you looking for some inspiration still?
  5. These types of lists are important from a commercial viewpoint. Not only are they cheap quick and easy to produce, but they are print media's version of clickbait (to see where our favourite games are, and to say: look how in tune our editors are with you, our potential reader and target for our advertisers) I only play two games, but a list like this from a reputable source might encourage me to try something else once in a while, meaning I might part with my hard earned cash. If KSP was in the top 5 say, Squad would probably get a boost on the next Steam Sale or a spike of demo downloads. Peace.
  6. Well done. Shame Civilization isn't in the top 10 IMHO. And ksp just missed on the top 10 of all time! What would it take to get KSP over the final hump? Peace.
  7. Sorry to hear about your injury! I hope you feel 100% soon! Would you be interested in sharing the way in which you could make the internals rotate with the model with people who create IR hubs (I'm thinking specifically Angel-125 of Wild Blue Industries)? Peace.
  8. So awesome, and very funky. Looking forward to playing around with it!
  9. Awesome. I don't know whether you consider adding support for IFI life-support (as well as SSRSS). But that would have my vote. Consequently, I'm happy with how IFI is placed normally. Peace. Great support!
  10. A 'real world' example/ scenario in KSP is to capture an asteroid that is flying through Kerbin's SOI. Large potatoe and small lander to rendezvous. Once the lander is in orbit how much fuel does it need?
  11. You are very much a legend! I'll currently fudge my way around it using restarts and the like. Thank you for the great mod. Peace.
  12. [x] Science! doesn't show any KSC biomes in SSRSS, yet I am able to do science (like it does in stock). The Science Archives in the R&D building do show when I have performed an experiment like a crew report. This must really be an issue with the way SSRSS has set up the ScienceDefs do you think? Or does [x] Science! and KEI look for Kerbin specific KSC locations?
  13. I have an issue with the GUI not appearing when also using the Stock Size Real Solar System mod. The button on the toolbar appears but no GUI comes up. I actually realised it was caused by the Module Flight Intergrator bundled and required by SSRSS when I hadn't installed SSRSS correctly. So with SSRSS everything was being loaded I assume apart from ModuleFlightIntergor which also means the planets don't get moved about or actually adjusted. The KEI GUI still works. But when MFI is installed and SSRSS works correctly the KEI button doesn't bring up its GUI. Just wondering if anyone else has this issue. I do have a number of mods installed but haven't had a chance to work out if this is also a multimod conflict. I'll need also to try without the SSRSS stuff and only MFI. Peace. EDIT - I finally have some time to work out whether it is MFI or not, starting with a fresh save. Module Flight Integrator I don't think is the issue, basically with SSRSS I can add in all the additional pieces of the mod until the SSRSS folder and then KEI stops working. I'm wondering whether or not it is because of the change of location or multiple potential launch sites? I'll continue testing. EDIT again - Now having worked through this - I think I might know what the issue might be. The changing from Kerbin to Earth might mean that the Stock based results in ScienceDef.cfg don't work? I wonder if KEI searches for the stock results only to return them as done. I'll try manipulation the SSRSS ScienceDefs.cfg to see if that is the issue.
  14. Edit after four minutes realising I posted a bug for a different mod. Keep up the good work! Peace.
  15. Part of me wonders whether or not an engine inside an open ended cargo bay would work? I have no idea as I've never tried! Peace.
  16. I am intrigued. And this may reinsurer me to complete a steampunk novel (well a trilogy which concludes with a lunar journey). Good luck! Peace.
  17. I too play quicksave enabled but no quickloading. I find this is the best compromise as then rather than instead quick load out of habit from a 'whoops' I use the alt f12 menu and enable the quickload (it reverts back on the reloading) or, if I'm looking for self-flagelation, I quit the game and rename the quicksave as the persistence file. So rather than reloading too easily with a single keypress it is a multistage process and requires conscious decision making. As I've been playing this way for a while I often for a while tend to quicksave once I have completed a particular part of a mission such as having actually landed, or docked or setup an interplanetary manouver node. A further alternative is that Kerbal Alarm Clock also quick saves for you which again is more of a backup rather than trialling a particular landing over and over. Peace.
  18. I too enjoyed the 'all in one' package although it is a SUBSTANTIAL update if it its dependencies also get changed every so often. All good though. I like it lots regardless! Thanks Berlin. Peace.
  19. I live this when playing along with my three year old! Thank you! Just a quick thought regarding the inclination, could you just skew the earth texture sideways to add axial tilt or is my brain not really seeing the issue? Peace
  20. I did mean the 90° but i understand the difficulties. The 30 to 45 would be great :). Would you be keen to create another port that has the docking port already facing the tangent at 90°? I'll put that in as a request! Really appreciate your work. Thanks. Peace .
  21. Would it be possible to allow it to attach to a tangential docking port i.e. one sitting at 90 degrees to it? I don't seem to be able to get this to happen! Alternatively could you allow the flexible tube to flex once dock so the IR could pull the dock sections around to that 90 degrees? Thanks for the mod. Great work! Peace.
  22. Just discovered the Flexible Docking - amazing! Now to tweak it for my own amusement. Peace.
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