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Posts posted by Dr.Wolfram
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Looks like NCR-N Nose cargo bay from Nerthea's NF Launch Vehicles
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On 23 ottobre 2017 at 5:21 PM, DrDino said:
Rover dude can you make a mod like the Coyote interstellar transport?
You literally have all ingredients from Rover's mods to create a hull, strut it up, add Orion engine, and Voila! Interstellar transport
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14 hours ago, Ty Tan Tu said:
That multi-story building on background looks quite cool! I might jump again on base building when RoverDude releases giant domes
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On 12/9/2017 at 9:12 PM, Nils277 said:
... Oh, exiting from that door miiight be sligtly dangerous
Awesome works as always, gonna try to build Terran floating-bases like in starcraft
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Woah! Wow ... I was AFK (away from Ksp ) for a long time ... I think its time to start career again
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Still WIP... lab produced enought science to build giant interplanetary ship *evil laugh*
...yeah i attach every reusable junk back to base in case it could be usable later
Note to myself: kerbals tend to smash fotovoltaic panels alot! ... probaly those panels have their own kracken microgravity that works only on kerbals
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@Nils277, base was never attacked by kracken. Bigfoot landing legs do their job
Kerbal Shipping Program
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@Raptor22, it was just a test. I thought that bug happened when extra-heavy pieces were attached by pipes, thats why 2 base hubs (and container full of metal in background + some lightweight parts).
While off-topic, here's my actual base
SpoilerThis is what I planned(unfinished):
And here's already built part on Ceti(GPP):
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@Nils277, base was created in VAB
Another minor thingy (yup, somehow I can only build bug-infested bases) that rarely happened: everything works but joint flex.animation is freezed, reloading corrects everything
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@Nils277, Here ya go. Hoping that will help
persistent.sfs stays even before than joint is attached to base (sorry for poor english)
In .rar I packed modlist(just to be sure), persistent.sfs, and recreated troubleshooting craft using just stock parts and your mods(what to do to repeat bug is written in craft's description)
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22 minutes ago, Nils277 said:
Can you send me the save where you can reproduce this?
Ehm, im new with this bug-hunt thingy I'm kinda confused what I need to send, you mean game's save? That one in KSP/saves/<generic funny career name>/quicksave #..., or entire career saves with craft files?
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22 hours ago, Nils277 said:
Does anyone else experience problems with the hitches/joints with timewarp or after crashes?
Not after timewarp but after connecting pipes:
SpoilerHere is the jetway i tried to build:
...aaand after connecting those crates using pipe, boink!, flexible joint has new center...(I mean if I move jetway slightly and then set spring force higher it returns to that angle), all the time when I attach/detach a pipe flex-joint sets new angle as 'center'
gonna post log later
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That Sunflare ... Is awesomelicious!!
And status update: Ceti Base is expanding well
Dunno if even a bug but:
SpoilerKerbals are transparent for that sunflare
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3 hours ago, iTzPepperony said:
Can you help me or give me some hints on how to send the Rover made from this mod to the Moon?
- Build a rocket
- Add moar boosters
- Need moar Delta-V? Repeat step 2
...wait... Moon? Never heard about that celestial body in Ksp
ahahah, joke
Can you specify where exactly you need help: on how to build a craft/spaceflight/only general tips?
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3 hours ago, Rybikson said:
Any tips on how to carry rovers on kerbin? IK the methods but wanted to know what u use as most efficient and easy to run. Today im trying to make giant kk garage with copter engine to reach 150km far places coz im bored driving rover 45 minutes
I'm using Bon Voyage myself and I love it, but if you wanna deliver rover manually, I can suggest you Heisenberg Airships mod, no need of copter engines, just place garage(or just dock rover) in internal zeppelin's bay and fly to yer target... yeah, but be carefull of airship pirates in Kerbin Skies
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On 29/1/2017 at 10:44 AM, eddiew said:
I shall go at night. -ninja snip-
Hey Eddiew, guess what:
Spoiler...sooo, how much sunblock cream you used on your ore-extractor? Aaand does going at night really helps?
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20 minutes ago, Raptor22 said:
By those legs, are you talking about having extendable legs like with trailers?
BTW, I think that having legs like that would be nice.
And with the "pure chassis" are you talking about having a flat bed, or just the chassis to attach wheels on?
i think he means flatbed, and yeah that part will be nice to build
trains... ehm cargo rover trailers -
9 hours ago, TopHeavy11 said:
Modlist Please.
Sharpy has guessed all mods. Domes are from PlanetaryDomes, central tower is Central Hub(Planetarybases) + lab + 6-kerbal habitat(I dont remember the name from Station parts expansion). The "towers" are recyclers from Roverdude's USI-LS. Structure holding the welcome screen in from NearFutureConstruction. Yup its GPP, and whole thing will be divided/sent and assembled on Ceti
(career mode, so some of parts i want to add are still locked)
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One question about those bendy joints. Is it possible to make them moar flexible?
The reason im asking is because I wanna try to build jetways, and that part is perfect... but it moves left-right only by few degrees
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You should take a look at Strategia mod, it has an option to activate 'Contract Slot machine', and also it works with GPP
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Still unfinished, the Ceti-port. As WuphonsReach, I really love vertical structures (gonna add moar). On later design i downloaded LLL, for those nice corridors and for rotating scanners
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2 hours ago, Nils277 said:
On another note, update 1.4.0 is here! Notice the small version jump? It's because of this: -snip-
Just when I thought your mod is awesome... Well, this update increased it's awesomeness level (insert random over 9000 joke)!!
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So... remember i promised a base on
Mun... ehm Ceti! Here's mine still uncompleted design, just testing Ceti-port for functionality and Kraken-resistanceP.S. Everything is in career mode, still need science to unlock some 'essential' extra parts to lower Fps
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12 hours ago, eddiew said:
I shall go at night.
Yeah... good luck, and don't forget to pick some radiators... just to be cautious
KSP Weekly: A Brief History about Stephen
in KSP1 The Daily Kerbal
Posted
How about beign less toxic? Those bugs are known and gonna be fixed