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kiwiak

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Everything posted by kiwiak

  1. Nuclear thermojets without interstellar, at least! Porkjet, do you have some plans for simple nuclear decay functionality for these engines?
  2. Nice work, finaly some use for my second monitor! There was some mod that allowed displaying orbital map on second monitor but it just runned second copy of ksp, it was not wery performace friendly. Have you thought of some classic map, like in regular telemachus? But with ground track orbit lines displayed (like in scansat).
  3. It proably wont get stock.. But i woudl look forward to mod introducing this. Of cource with dmagic integration.
  4. KER/mechjeb allows to plan ships voyage to some degree, but only events that it takes into acount are: - decoupling stages - moving between vacuum and atmosphere enviroments (and thus changing ISP of engine). But there are also events like undocking and docking back parts of the ship or docking completly new parts. These are important in interplanetarys journey and can influence delta v budget significantly. So there shoudl be option to add "virtual stage" at some point on stage tree. It woudl just add some mass to ship at some point or do the opposite. It woudl make planning much easier.
  5. These will be really usefull parts, looking forward to them..
  6. I tried it today too, seems like we have same issue, radiators keep heating by themselves until they explode. (i played pre 4.11 though)
  7. This asteroid tug is outstanding. Capsule, grabber unit, all parts are very clever designed and nicely done, love this industrial style. Too bad there is no iva yet, such capsule with wide field of view is something that needs IVA most, it woudl actually be fun to pilot ship from inside.
  8. Actually it was because outdated steam gauges oplugin, when installed updated version everything was ok again.
  9. Oh, i didnt knew that. Thats nice solution too
  10. Well, the thing is i had scientist on board, and i had to reset manually. I thought that your mod provided automated reset when scientist is on board.
  11. I installed this mod recently and it started gthering reaport that were collected before (from launchpad for example). Its because i didnt had mod from beggining of my save, and it was unable to keep track of what was collected and what was not, right? And some other thing. When i discard goo or materals bay reaport, thse became inoperatable. Not finalize experiment, just discard. I have to reset them using sciencist on eva. Not 100% sure if it s because of this mod though.
  12. Kerbals dont use life support on eva. I understand that its like this in order to prevent un-controllable kerbal that run of supplies from drifting into space. Taking him back inside woudl be very hard. How about draining life support resources from nearest ship? Right now, if resources run low player can take all kerbals on eva and wait few month for right phase angle without using his life support So even on eva kerbals woudl use nearest resources avaible and even when these are depleted, just arraving with rescue ship (with supplies on board) woudl be enough to "bring back to life" stranded kerbal and allow him to crawl back to pod.
  13. Now kerbals that need rescuing spawn inside pod, thats some progress comparing to previous version when they somehow ended up in orbit only in EVA suit. But it woudl be even better if they appeared inside some random generated ships. Not entirely generated of course, just take few pre defined ships, and randomly remove some parts from them. For example, remove left fuel tank if original design had two radial tanks etc - to make ship "crippled".
  14. When I try to replace current test version of near future propulsion, will it break my save completly in future (if i try upgrading), or will it just remove ships containing parts from this mod?
  15. Bassicly, it provides functionality smilar to modular fuel tanks, right?
  16. Nice work! Too bad that ISRU is so big and cant be easily fitted into some small lander, some smaller (and not as heavy) version that is capable only of generating fuel from co2 and hydrogen woudl be usefull.
  17. Do.. They are like orcs from warhammer 40k? Even colour is the same.
  18. Game breakes when it tries to load png format textures, but dds ones load fine. Anyone else experiencing it?
  19. Game breakes when i try to use toolbar plugin in 1.02. When i enter flight scene, buttons in both toolbar from mod and stock (only icons added by other mods) become inactive. Menu also does not show up when i press esc. I am using linux 64 bit. This is my list of mods: 000_FilterExtensions 000_USITools AtomicAge BahaSP BoulderCo CactEye CommunityResourcePack CommunityTechTree ContractConfigurator ContractPacks CrowdSourcedScience CryoEngines DaveKermanHelmet DDSLoader DistantObject DMagicOrbitalScience EnvironmentalVisualEnhancements HGR HGR_Redux Impact InterstellarFuelSwitch JSI KerbalEngineer KerbinSide KIS KittopiaSpace KSPRC ModuleManager.2.6.3.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree MunarSurfaceExperimentPackage NavyFish NehemiahInc OblivionAerospace PlanetShine Proximity RealSolarSystem reentry_heat_rebalance_and_heatshield_conduction_fix.cfg SCANsat ShipEffects Solar Science SoundtrackEditor Squad StageRecovery SteamGauges TextureReplacer toolbar-settings.dat TriggerTech VerneTech XanderTek
  20. And i thought that keeping center of mass on bottom of rocket helps with stability, because you know, heavier half of rocket will keep bottom of rocket pointing down and top pointing up.
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