bigyihsuan

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About bigyihsuan

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  1. This, I think, is the best approach to this. Combine this with the action group system and the robotics system and this could become incredibly powerful. Example: You have some hot-running parts on your ship, like a reactor, and you have lots of active radiators to cool it. However, you can't bring solar and the reactors use lots of power. So, you could have a check for both high power and a hot reactor, and have it activate an action group that opens the radiators, automagically.
  2. I wasn't expecting an update so soon after I started reading it. And it was good. By the way, @KSK, you've said that map is pretty much what you have in mind, but do you have a map of your own that you reference? I'm a little obsessed with maps, especially ones for fiction. It also helps me with knowing where what is what while reading. I'm also interested in what sort of specs the parts in the story is compared to the game, and if the rest of the Kerbol system is scaled up to real life like with Kerbin-Mun-Minmus. Just based on the fact that Rockomax is using Mainsails, Skippers, and Poodles, their rockets are at least 2.5 m, and the KIS LV-909, LVT-30, and RT-5 implying 1.25 m. Though the Saturn V-like rocket mentioned in "Shoulders to the Wheel" makes it seem like they're using a much larger tank width (or incredibly compact Mainsails and Skippers!), for the first 2 stages at least. I remember seeing some screenshots and recreations of the early rockets in the first dozen or so pages, but a lot of them are unviewable because of Photobucket being a terrible image hosting service as usual.
  3. Heya, I'm reading through this (currently on 41: Training Days), and I've made a Tvtropes page here. It really needs filling, since it's based off of what I've read so far.
  4. How much stuff is broken? Just so that I don't corrupt my save or something if I do try to install the 1.3 version of this.
  5. Seems like all the dependencies for this mod are updated for 1.4+. I would love to play with this, but I'd like confirmation before I get the 1.3 version and mixing with Kopernicus and Barn Kit for 1.4.
  6. Hey @linuxgurugamer, do you think it would be possible to port QuickScroll to a newer version? Makes me wonder why it’s a dead mod, it was so useful back in the day.
  7. That seems to be it. Thanks! EDIT: Though it's useful having new categories, it wasn't what I described. To clarify, when you scrolled up or down on the category sidebar, it would go up and down the categories, opening each in turn. So if you went to Pods and scrolled down, it would open Fuel Tanks, then Engines.
  8. I remember there was a mod that let you scroll through the part categories in the VAB/SPH. Does it still exist, and is it updated to 1.4?
  9. It's been a while since I've wanted to get back into KSP, especially modded KSP. Has anything changed? Is Realism Overhaul on 1.2 yet? Are there any mods you'd recommend for a once-veteran, now returnee?
  10. I've been around since around 0.13.3 was released (KurtJMac's 1st (?) KSP video). Hard to believe that it's been so long.
  11. Yes, absolutely massive explosions and possible... certain long and thin rockets is worth a rating that's about equal to ESRB E. Okay. But the devnotes are still good!
  12. >Add another Rockomax X200-32 underneath the first one.
  13. 1345: A huge stash of Rad-Aways. You take enough to get through the Van Allen belt alive.