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WillThe84th

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Everything posted by WillThe84th

  1. You can do that by changing the ratios in the cfg file, but I think I'll implement a settings file.
  2. Here are some cool pictures of the colors that are being added: All the other planets that are not displayed here and that will get color changes are not done yet. This includes Moho, (the texture is done, just not implemented yet) Vixen, (done, but it looks terrible) and Plock/Karen. (I just realized I should do those too)
  3. Couldn't you just use less fuel tanks? If you want to keep the rocket's shape then you can have some fuel tanks that are empty and just lock the fuel values at zero. I'm trying to find a way to do that, but for now you can bind them to an action group if you want. Are you sure the tanks aren't full?
  4. I was trying to add something like that, but I couldn't get it to work. I think it will have to be more than just a module manager configuration file.
  5. One thing you can do is bind the fuel pumping to the stage action group, so when you press the stage button the first time, and activate your main engines, the pump turns on as well.
  6. I've always wanted to have cool cinematic launches where the main engines will start and the launch clamps will release a few seconds later, but this wastes fuel, and although it never affects my launches that much, it has always bugged me. To solve this I decided to create this simple mod: Launch Clamp Fuel Pumping! This mod does a couple things: Adds a button to the launch clamps to "Start/Stop Pumping Fuel." Adds 100 units of electric charge to each launch clamp. Increases the amount of electric charge generated by the clamps from 1 ec/s to 40 ec/s. Increases the mass and cost of the launch clamps to help balance the whole thing. (Because you don't get charged for the fuel that is pumped) Other info: Launch clamps pump (magically generate) 180 lf/s, 220 ox/s and 20 mp/s, which is enough for two launch clamps to fuel one Mammoth engine with ease. The launch clamps will take 1 ec/s to pump the fuel, so although the clamp is generating 40 ec/s, it will look like its only generating 39 ec/s. Download on Spacedock License
  7. This looks really cool, I think I'll check it out sometime.
  8. That's a good idea, I think I will implement that on the next update.
  9. Yeah, I'm with you in that, whenever u try to create a base in career mode, I always get discouraged because of the time it takes just to get to the point in the tech tree when you can start a base.
  10. I'd bring about 7700 m/s for a return trip. 4000 m/s to get to orbit. 1200 m/s for transfer burn and course corrections 2000 m/s for landing and return to orbit 500 to get a Kerbin intercept. Note: This assumes you are going to be aerobraking at kerbin at the end, so you periapsis should lower than 35 km.
  11. In your opinion, which planet is the best for a base? For me it would probably Minmus because it has really flat places.
  12. Nothing will break, but I wouldn't recommend combining them, as it would mess stuff up. Such as the fact that the planets in Realistic Remodel have an inclination of a 20 degrees, and in Dres Plus, Dres' inclination is closer to zero.
  13. Can't wait for all the bug fixes. One ticket please!
  14. Mine is probably when I first rendezvoused successfully. Besides that probably the first time I went interplanetary. I did land on the moon in the demo though before I bought the game, and that was pretty cool. They never came back though.
  15. I named mine Kerbal Agency of Space and Stuff.
  16. 58 percent! How? I once made a one seated SSTO that flew to Minmus and back, but I lost that save file. I should be able to to recreate it though. I'm more of a rocket person myself, but that's probably because I'm not good at SSTOs. Edit: Oh wait, I just realized that you only need an average ISP of 700s to get a 58 percent payload ratio. Whiplashes and Nervs?
  17. They're very good for large interplanetary ships. I usually use them when I have more than one destination. (Unless I'm just flying by, in that case I use gravity assists and small engines) They only consume liquid fuel, so you either need to use jet fuel tanks or drain all the oxidizer out of the conventional tanks, which can make your ships pretty big.
  18. I don't one that's landed will disappear, but if the one that is orbiting is closer than about 820 km, then it will be orbiting underground.
  19. That's something i'd love to see, someone do a sort of pod race through the Dres canyons.
  20. Well said sir. Well said.
  21. That's true, Dres will always be there to catch you.
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