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agrock

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Everything posted by agrock

  1. I would like to ask for adding few additional parts for Otter sub. Specifically I would like them in the yellow profile, there are stock equivalents that do that, but I dont want to mix nice yellow with greyish stock items on same vehicle. Please consider adding: otter service bay (so I can put batteries or SAFER nuclear power generator inside, not exposed to water) otter decoupler (for emergency separation)
  2. Got it. I ask because I am using one or two mods that were released only for 1.3.1 but work just the same.
  3. Found a solution to welding rooted parts. Engineer on EVA can detach the port, then reattach it to same part. Afterwards the port is no longer a root part. Requires KAS obviously. I have been told that construction ports and stock docking ports do not cooperate. Just for those who did not know. Also, what is the part that allows an engineer on EVA to move heavy parts?
  4. I have a lot of additional parts, and been playing with Mark 2 and Mark IV and OPT J and OPT K a bit, and noticed there are some parts that exist for some fuselages but not others. I have a hard time keeping track which had which so let me give you a list. Please forgive if some already exist. I would like to request adding parts for: mk4 decoupler (there is mk2 decoupler) mk4 inline RCS/SAS (there is OPT J part) mk4 inline ramp (like cargo ramp but not as tail, so cargo can be unloaded by ramp but engine mount still be attached onto it)
  5. I noticed there were some throughout changes in latest release. Would it be okay to use it on KSP 1.3 (its certified for 1.3.1)?
  6. Those belong to Konstruction (Umbra). I have 80+ installed mods so please forgive my confusion. Thank you for explaining. Would it be possible to dock a medium sized port with senior sized port? Stock or Konstruction alike.
  7. Found a solution to weld rooted parts. Engineer on EVA can detach the port, then reattach it to same part. Afterwards the port is no longer a root part. Requires KAS obviously. I should tell you that I am struggling also with a second issue: construction ports and stock docking ports often do not dock together. No magnetic force. No hard seal. Just does not stick. I am not yet sure if that is a real bug or just me being an idiot unable to dock straight.
  8. I would like to suggest an improvement, for your consideration. When I put water filter into the octo adapter, I noticed that all components looks kinda the same from outside. It would be nice if each part had a small unique decal (texture) on it, so that user can differentiate between those by just looking. I worked around it by just attaching radial water tank onto water purifier, etc.
  9. I would like to file a BUG REPORT. - Hoover has unclear description (it says "Outputs Dust 3.6", per sec? per min?). - Solar wind panel has innacurate description (in reality it gathers 0.15 dust/sec, description suggests much much less than that). I like the empirical flow more than specs flow.
  10. Ahem, are you hinting that Thunderbird will be added into KSP mod? Edit: I noticed Thunderbird 2 has a detachable pod... hangar? on struts!
  11. Nah, its not as difficult as I may have portrayed it. About four OPT J cargo bays (six on mothership) would probably fit everything I need to establish a colony. Thats inflatable habitat, refinery and drills, a workshop. Rest can be just DIY kits which take even less space. Thats 4 round trips to the surface. I think hangar fairings would be applicable. I could also send in a mobile crane (using KAS) to move cargo on the ground.
  12. That is why wingtips are very effective? Dues to distance from center of mass. Those tips mitigate vortexes for sake of other planes behind but that is not KSP related.
  13. @stali79 The screenshots of the mothership. If you dont mind me spamming the thread with non-mod-related stuff then I can also post the shuttles, if you like. With experimental drives this has 39 000 deltav (thousand, not hundred) and moderate 0.5 TWR. Assuming empty. Actually I am thinking of resizing the bays to use OPT KH as well because the Mark 4 shuttle cargobay can fit entire KH cargo inside of it. Thats about 2.5 jumbos.
  14. I confirm that current 2.4 works properly with KSP 1.3 even tho its certified for 1.3.1. You could mention that in changelog so that when people browse spacedock for a release matching 1.3 they will know its safe. Just saying. Also I am too experiencing problems with deltav/thrust/etc not being computable. Note its not working in editor mode. In flight mode the redux does show some deltav and other stats, tho obviously I cant tell if those are accurate, but I think they are.
  15. There is another reason why I complained about ground station misplaced. Now I have problems deorbiting at exactly where the runway is. Unless one puts a flag or waypoint or something, the space center is not marked on the map. Its like landing your shuttle in some Roswell village by just looking out the window. Meaning there is workaround but it is there.
  16. Interesting, I seem to have been using RemoteTech in a wrong way for years now... but as much as your explanation makes sense, I think it doesnt work that way. I have a constellation of GPS-like sattelites in orbit. My mun ships connected to whichever sat was in LOS, then its 2-3 sats around the globe to the ground station. Conn from the mun was with a directional antenna and all rest was with omni, none of these are classified as "relay". I never in my life used a relay antenna and yet comms seem to work just fine. I will double check this in game. Also note that specs show on relay antennas are not different than those on normal ones. Ranges and angles change but there is nothing else different about those antennas. Only thing "relay" in those is the name.
  17. Let me explain the larger picture, if you dont mind me blabing about my current ongoing mission, so you know why I ask. I decided to go to outter planets after installing After Kerbin (thats Reaper and Jool-ish) and I need a mothership to get there. The mothership is essentially about 12 OPT-J cargobays and 4 OPT-K cargobays and few other parts. Imagine battlestar Galactica just without the fighters. Clearly its huge. I wont fly off to orbit even without all the equipment that must be put in it. Therefore I decided to try both GroundConstruction and Hangars. Firstly, It would be probably easiest for me to build the mothership on orbit (as opposed to on moon). How can I do that? GC doesnt support orbit building, and hangars.... AFAIK a hangar with a ship inside has at least same size and mass as the ship itself, its only part count that gets tricked. Right? Should I build on the moon? Secondly, would it be better to put several hangars in cargobays instead of the content? Contents is rovers, science probes, honeybadger, submersible, food, hydroponics, cryobeds, nuclear reactors and ore/dust/chemical plants... this is a summary, not a list.
  18. Latest version does not work with KSP 1.3 (no menu in hangars). Also this version 0.2.2 that you mention, its not downloadable from either site.
  19. Fair enough. I am a Python maintainer and learned to not care about backwards compatibility myself. Thanks Jade.
  20. Would latest release be okay for KSP 1.3 (not 1.3.1)?
  21. I found a delta-v map on Before Kerbin thread. Could you post a map for this mod?
  22. Found a bug: mission control (the ground station) is at wrong location after I installed this mod. Now the ground station (antenna) is about 90 deg eastwards from the space center (runway and launchpad). This causes problems because its impossible to launch with remotetech atmospheric antenna (ground station is not in line of sight) unless one has low orbit satellite above runway. I could attach a screenshot but I think you get the picture (pun intended). Secondly: space center seems to *always* experience dawn despite time warp going entire days ahead. This is when "outside flight". I am using KSP 1.3 (not 1.3.1) and about 80-100 different mods. But no mods that add or modify planets. PS: I love the oped sunflares, thank you for the mod. I enjoy it a lot.
  23. I noticed some antennas are classified as "relay" and some are not, but never figured out what is the difference? How do relay antennas differ from normal antennas? (This is a general question that relates to RemoteTech as well...)
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