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IGNOBIL

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Everything posted by IGNOBIL

  1. @linuxgurugamer great that you picked up on my mods, nice to see them still going, I really didn't have the time, let me know if you need source files or so!
  2. Regarding failure one example was falcon 9 3rd or 4th launch, one of the engines failed and the flight carried on nominal, you can see a dark streak in the trail! also the quantity of production in the merlin engines reduced their price a lot, that's the reason they swapped from the krestel engine to merlin vacuum for the upper stage
  3. Why risk Jeb's precious life to deploy station parts?!? Have you seen my flying?
  4. This mod is awesome and made it easy to do shuttles from the stock parts! Is it cheaky to ask for something in next update? A command front of shuttle to make unmanned shuttles just like the X37 Maybe with some fuel batteries and RCS like the nose you did!
  5. Amazing job from everyone at squad, porkjet and every contributor, this just keeps getting better and better! Just hope a thread I read somewhere about micro transactions and buying upgrades it's not true, or I'll keep on 1.1.3! Too bad RL and wife don't allow me to enjoy this game as much as I did before...
  6. This is deadly and unforgiving, miscalculated a deorbit, my kerbal ended up diying boiled alive because of no power to keep temperature on reentry! by the way, I can't find the greenhouse anywhere, I have planetary base systems, is that why? Does it deactivate it, because can't find it in kerbalism tab
  7. How about a great cheers for ShotgunNinja for all the hard work! Amazing
  8. Cool, I'll uninstal it when I get home and try! Weird that removing kerbalism solved it though... but I'd rather have kerbalism than orbital decay!
  9. No, and now I traced the bug down to the point when mechjeb plots the circularization manoeuvre, I suspect it's mechjeb, but when I remove kerbalism it stops happening, even with mechjeb. These are the mods I have. And I tested with no procedural parts too. B9 Part Switch (B9PartSwitch v1.3.0) Chatterer (Chatterer 0.9.8) Community Resource Pack (CommunityResourcePack 0.5.2.0) Connected Living Space (ConnectedLivingSpace 1.2.1.3) CxAerospace: Station Parts Pack (CxAerospace 1.1) Distant Object Enhancement (DistantObject v1.7.1) Distant Object Enhancement default config (DistantObject-default v1.7.1) Docking Port Sound FX (DockingPortSoundFX v2.1.1) Extraplanetary Launchpads (ExtraPlanetaryLaunchpads 5.3.2) Firespitter Core (FirespitterCore v7.2.4) Firespitter Resources config (FirespitterResourcesConfig v7.2.4) Kerbal Alarm Clock (KerbalAlarmClock v3.6.3.0) Kerbal Attachment System (KAS 0.5.7) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.1.0) Kerbal Inventory System (KIS 1.2.10.0) Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.0.12) Kerbal Stats (KerbalStats 2.1.0) Kerbal Stock Part eXpansion - maintainted (KSPX v0.2.10.1) Kerbalism (Kerbalism 1.0.0) Kerbalism - Default Profile (Kerbalism-Profile-Default 1.0.0) KSP AVC (KSP-AVC 1.1.6.1) Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.4) MechJeb 2 (MechJeb2 2.5.7.0) MechJeb and Engineer for all! (MechJebForAll 1.2.0.0) ModularFlightIntegrator (ModularFlightIntegrator 1.1.4.0) Module Manager (ModuleManager 2.6.25) Near Future Solar (NearFutureSolar 0.6.1) Near Future Solar Core (NearFutureSolar-Core 0.6.1) Orbital Decay (OrbitalDecay 1.4.2) ORIGAMI Foldable antennas for RemoteTech 2 (origameFoldableAssets 0.9.5.0) Procedural Parts (ProceduralParts v1.2.4) Procedural Parts - Ven's Revamp Style Textures (VensStylePPTextures 1.1) RasterPropMonitor (RasterPropMonitor 1:v0.26.0) RasterPropMonitor Core (RasterPropMonitor-Core 1:v0.26.0) RCS Sounds (RCSSounds 5.0.1) RemoteTech (RemoteTech v1.7.0) RemoteTech - SETI Config (SETI-RemoteTech 1.0.8.2) Rover Wheel Sounds (RoverWheelSounds 2.2) SCANsat (SCANsat v16.1) scatterer (Scatterer 2:v0.0246) scatterer - sunflare (Scatterer-sunflare 2:v0.0246) ShipManifest (ShipManifest 5.1.0.0) Stock Visual Enhancements (StockVisualEnhancements 1:0.7.1) Surface Mounted Stock-Alike Lights (surfacelights 1.2.4.0) TextureReplacer (TextureReplacer v2.4.13) Toolbar (Toolbar 1.7.12) Ven's Stock Part Revamp (VenStockRevamp v1.9.2)
  10. Fantastic. But I think I have a bug, pretty sure its down to kerbalism, as I uninstalled it and the bug went away. Once my crafts reach orbit, all monopropellant disappears. I mean, I launch a craft and disable all RCS, it holds the monopropellant all the way up, as soon as I reach orbit (you know, when the view changes from vertical to lateral), it's all gone. Not sure if its kerbalism or other mod conflicting with it, but it just stops happening when uninstall kerbalism, anyone else noticed this before?
  11. I'll start on it and send you first sketches for your feedback
  12. I had an idea based on this news, a power hungry mini magnetosphere generator! http://www.universetoday.com/20671/ion-shield-for-interplanetary-spaceships-now-a-reality/ if someone knows the code, I can design the model
  13. Is there a way to make a part require someone on the same vessel to work, but still have no space for crew. For example you have a command pod with crew, and this part (ex. ore converter) works, but if the the kerbal goes out, it stops working. I've thought about making the kerbal a resource, but don't think this would work And depending on crew type and experience, the better the output. thanks
  14. @rasta013, brilliant, thank you! I'll wait to upload this with the new models after solving the z-fighting.
  15. Yeah, the _MACOS I can't do anything about it, that's just OSX putting it in the folder. The z-fighting is something I'm fixing, together with more antennas and Kerbalism support
  16. Sorry, I just installed through CKAN and it's inside Gamedata on the right place, can you elaborate? @Mokmo, thanks, I'm going to upload a new update today.
  17. If you have ideas for new models, I can try to help with models and textures. know nothing about cfg or code, still trying to figure out how to make my Origami antennas compatible with this
  18. How do I make my origami antennas compatible with this?
  19. Nooo, what do I use now as life support... I don't like USI LS
  20. I'm having the same problem with the morph animations for my TDRS, hope you find a solution
  21. Will do on the 1.1 update. Cool little antenna to be added too.
  22. Yes, TDRS is still planned, bigger and better than ORI350, less electricity consuming and wider angle, but its huge (3m dish) and awkward, need to place it on top section of ship. Here's some renders of where I am, having a bit of problem with the unfolding of the dish in the unity animation. Meanwhile, ORI69 and ORI350 have been optimised with new textures and models for 1.0.5, download on the first page from Spacedock
  23. A shame about kerbalstuff, loved the site, I absolutely hate curse! I always thought KS should have put some ads to support the costs, hope spacedock does it or can face the same fate! But it was in no way squad's fault, they never opposed KS in any way, their partnership with curse, no matter how much we hate it, makes sense in a business point of view, (as many other game developers do) to save them the trouble of managing mods!
  24. Liquid methane didn't have advantage over RP-1 or LH2 until two important facts came into play recently: for spacex reusibility is key and LNG has one major advantage over RP-1, no Coke buildup, extending engine life tenfold. Same applies over LH2, which corrodes metals over time, allowing the use of less exotic metals. Another key feature both for NASA and spacex, isru. Methane is easily obtainable either combining hydrogen (taken onboard or separated from in situ water) with in situ CO2 (Mars) also available naturally on planets and moons (Titan)
  25. damn it, I forgot about the orbital inclination:huh: better build a fuel cell, otherwise, rescue mission... oh wait, I packed a ore based power cell
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