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SiWalder

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  1. thanks mate - if you've been able run the upgrade installer OK I'll have to assume it's the usual issue me, in one way or another
  2. has anyone outside of steam had any issues running the upgrade installer
  3. Strange - when I try to install using the upgrade patch it doesn't recognize C:\Kerbal Space Program as the correct folder (100% the correct folder). Not had that issue before. might do a complete reinstall
  4. Woooop - non steam update available for me
  5. Hi Mate - 1:50pm for me too, I think I saw someone say that their HQ is in Mexico and it's only 7:50am there so guess it'll be at least a couple more hours wait. I'll be F5 mashing the KSP>account page until I see it so i'll holla if i see it. (wantwantwantgivegivegive)
  6. Good shout. I've got my fingers crossed that the Thumpers get the same new skin variant as the kickbacks too, either that or the ability to use multiple different flags for stickers in the same model so I can tart it up myself with a load of imported ones. I got a notification for the 3.75 version, look's good I'll check it out. Just seen there's a new Laythe texture too....
  7. Dude, this https://kerbalx.com/Exhonor/Ariane-5-OLD is an absolute banger, nice one. If I'm understanding the content of the update correctly, I'm just going to apply the new 2.5 skins and stick some decals on the boosters and fairing and I'll be looking at an Ariane 5..... I've just tested it with a skipper (Just so I can use it earlier in a carer) and with the new skin it looks accurate enough not to ruin the look and it still floats 10t to orbit nicely..... Really looking forward to the update in general, new science, new ESA suits, new skin on Jool I think.... lots to look forward to if you ask me. Perfect excuse to launch an ESA career mode
  8. Right, I've placed a 50m tower with a command pod at the top. the orbiter passes within 150m of it each orbit, I've passed 10 orbits and visibly at least, it's hitting the same spot each time. there's a slim chance this is doable. The tower about 100m too far south but I'll leave that there as a marker and build the loop tower into a rover for fine adjustments.
  9. Finally had a crack at the lowest moon orbit. If you're bang on the equator of the Mun, you can get away with a 5900m x 5900m (give or take 50m) orbit which includes a fairly frightening skim of the southern peak of the canyon. There's also a short time in which you are pretty much IN the canyon. Might try and squeeze it in a little. It looks like a structure about 70 meters tall would do the trick. At the moment though, I'm just gonna pump the graphics settings up and kick back with the interior view out the prograde window. It's quite a treat.
  10. I managed to add 2 more 400 LF&OX tanks behind the inner air intakes to your original design for a bit more Dv. It still makes orbit without a struggle.
  11. Hi mate, I like your original design, it would be a shame not to put it to use You're probably aware of this already, but you'll find that once you've done a couple of tourism contracts, they start getting more adventurous and wanting much more that just mun or minums orbits to satisfy the contract, That's always been my experience at least. If you can squeeze a little more DV out of your original design it'll work really well as an LKO rescue craft which are always good quick, money earners. LKO rescue missions seem to persist throughout a career mode as well. I know whenever you try to squeeze Dv out of an SSTO design, you seem to end in a pit of diminishing returns, but... have you considered reducing the number of engines by 1. I'd be tempted to swap the bi coupler at the back for a single MK2 to 1.25 adapter and try 4 jets and one rocket engine, and if that leaves the rocket stage too weedy a 3 jet, 2 rocket version, although the Dv saving from the later probably won't be great. I'm sure I've got a 3 crew panther/reliant plane that gets to LKO with about 800 Dv left. I'll try and dig it out when I get home,. although it's a MK1 and doesn't look as good as yours. Si
  12. Hi Mate, As mentioned, the only way without mods is docking ports. Autostrut is an option within each parts individual right click menu. When switched on it gives the effect of creating an invisible strut between the part you are selecting and another part in the build. It's used to stop your ship wobbling and flexing, so if that's not happening don't worry about it. I too had a craving for in-situ building and the following simple mods make it possible. https://www.curseforge.com/kerbal/ksp-mods/kerbal-attachment-system-kas https://www.curseforge.com/kerbal/ksp-mods/kerbal-inventory-system-kis I found the "User Guide PDF" on the "Wiki" tab of each page really useful. these provide a few extra parts and extra functionality allowing Kerbals to a) carry items in a limited inventory and b) attach/detach and move parts while not in the VAB. it's got some realistic-ish limitations that still keep it challenging to build. If I remember rightly, if you have an engineer with a certain number of stars (can't remember how many, soz), it allows you to "snap" parts into place so that builds are clean, as if they've come out of the VAB. I used these mods to load up storage containers (included in the mod) with individual parts and take them to the surface of other bodies to make surface bases, rather than lugging large structures around with a wonky COM. What I found the most fun, was breaking down the debris of the delivery landers and putting them in storage at the newly built base and over time as stock piled up, I ended with basically a simple VAB on the Mun surface. It's also perfect for orbital station builds, giving for some really fun Spacewalk/build gameplay. it's also good for those inevitable moments where after painstakingly wrestling your new creation into kerbin orbit, you realise there's no solar panels........ again. Si
  13. I'm looking for the same myself. I found this last week but haven't tested it yet.
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