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jpkerman

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About jpkerman

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  1. Concerning the ASSET Mk-1, will a re-entry ablator value be assigned and I must ask the question, "Have no wheels, how can land?"
  2. A Cosmonaut would use up half their EVA time just climbing up and down the ladder.
  3. Make a MM patch to rename everything(part and science definitions) and turn the DM Mag Sensor into another type of science collector. Dark Matter Wave Detector? Kraken Spoor sensor? Infinity Stone counter?
  4. Keep it simple, just minus stress for each crewperson by an appropriate % whenever a ship docks. Example: If crew A at a lower stress level docks with Station B at a higher level eack kerbal minus 25% stress for docking. Crew A are less stressed by the docking going ok and meeting the crew on station B and the Station B crew feel less stress by having some new faces around. But the higher stress levels of station B from being cooped up with each other are not averaged into the fresh faces on ship A just because they have docked.
  5. Then my game must be buggered. I get no option to change the stack chute container color. It stays white. The only changes to the textures are the color markers for the different types of chute. I was looking for a black/white to match the MK-1 pod and black for the Mk2 pod.
  6. Just can't make it without RC but the ability to change the stack chute container color would be visually pleasing. Something to match the darker Mk1 capsule?
  7. Maybe it is the letter K, mirrored (back-to-back) and joined to make an X. Substituting K for things is a Kerbal tradition.
  8. Depends upon which version of KSP you are playing. PCR depended heavily on the RasterMonitorprop mod. That mod is quite old and works best with older versions of the game. I believe The original modder felt it was too outdated and moved on to a newer vision of the mod. It was being taken up by another person till the camera changes in the 1.9 versions seems to have really buggered PCR.
  9. Several Modders have noted 1.9 changed how cameras work. Docking Camera KURS is also having problems. By the application of superior Kerbal scientific methods I am confident the problem will be worked out.
  10. So a player would be building the tech tree as they researched ? Making the tree unique from game to game depending on what paths you follow? I.E. choosing solid fuel over Liquid as a main lifter type? Fuel cells over solar?
  11. Next update MM will become self-aware and implement 'Skynet' in our games.
  12. Would not the solar panels produce some charging off the reflected light from earth?
  13. You are correct sir. I was aware that no points would be granted but what was throwing me a wobbler was things such as: In the Vanilla Sandbox VAB the Goo canister will deploy and the DMagic magnetometer will extend. Collecting science on the Launch Pad gives no points but still a pop up window. In KSP + Kerbalism,Simplex Kerbalism, Sandbox mode behavior is different. In the VAB the Goo canister opens upon placement and the DMagic magnetometer does not deploy. On the launch pad there was no running of the experiment for no points to learn the kerbalism science process. I
  14. Upon reading this I conducted four tests. #1 Loaded game with only: 000_ClickThroughBlocker 001_ToolbarControl CommunityTechTree DMagicOrbitalScience Magicore Squad SquadExpansion UnKerballedStart ModuleManager.4.1.3 Dmagic and Stock Science full function. #2 Loaded game with only: 000_ClickThroughBlocker 001_ToolbarControl CommunityTechTree DMagicOrbitalScience Kerbalism Simplex Kerbalism Magicore Squad SquadExpansion UnKerballedStart ModuleManager.4.1.3 Dmagic and Stock Science No science or animations function. Goo can
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