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Ernos

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Posts posted by Ernos

  1. On 7/11/2018 at 8:34 AM, JadeOfMaar said:

    New MOLE station.

    • Toward the top is a service module delivering Equipment for reconfiguring the MOLE Lab, some resources for the Botany experiment, and lots of tank space to receive all the excess Soil/poop from its occupants. The service module is able to deorbit and land upright.
    • Towards the bottom is the MOLE Greenhouse and a beefy tug.
    • Towards the left with the spaceplane (Designed between X-20 and classic shuttle. One does not simply SSTO in 2.5x) is the first addon Hab with a docking hub.
    • Towards the right + center is the station core: the MOLE Hab and Lab.

    arY5AAf.jpg

    cOcBkcK.jpg

    What is that skybox texture if you don't mind? It looks interesting

  2.  

    On 3/28/2018 at 1:21 PM, Jim123 said:

    are you working on updating for ksp just curious since i really love this mod?

    He is, it is almost ready, you can download the mod and the latest versions of it's dependencies and it should work, I am doing so now.

    EDIT: It is working for sure if you update dependencies. I will attach my files for B9 updated for 1.4
    https://drive.google.com/open?id=1swgyFb9qnIP3YRoz91qDMAPmmgcsdSOb

  3. 9 hours ago, TaxiService said:

    Stock CommNet is about launching and forgetting comm sats. In KSP 1.1 or earlier, you can control your vessels anywhere and anytime. Now, you need antennas and active connection from Mission Control or high-level Pilot for the same control task. That's it.

    RemoteTech adds a difficulty layer to player's gameplay. Besides requiring connection to control vessels, it has signal delay (+16 sec between Kerbin and Eve), dish targeting, Flight Computer (less powerful version of MechJeb), and other bunch of things. Players like to play hard ball with this.

    Sometimes, I wonder if it is case of excessive CPU calculations. On my side, there were so many mod-related things running at same time and it was tanking my FPS rate.

    Ok, thank you, I am off to download RemoteTech now. I used to use it pre-1.2

  4. 4 hours ago, blowfish said:

    Really nothing in B9 itself should have to change, it's just a question of the dependencies.  And other than B9 Animation Modules (which will probably just work) I think they're all updated at this point.  I'll get around to a real release at some point soon - just not the sort of thing you can rush.

    Ok, I love the mod, always a required mod for me.

  5. 2 hours ago, DerekL1963 said:


    There are mods with airlocks, not mention stock hatches used for EVA...  so I'm not sure I buy this.  The key limits in KSP/Unity would appear to be size and whether you could specify the interior to be 'EVA space' (with dynamic kerbals) rather than 'IVA space' (with static kerbals).  @Earthlinger appears to be on the right track.  So I may have been wrong in my first assessment.

    I mean as far as the pure size of it and how KSP handles physics.

  6. 1 minute ago, _stilgar_ said:

    If I was game developer/publisher that would be exactly how I would do it. Custom made giant red button (with a lock, so it won't get pushed accidentally), that triggers release on Steam and other services. 

    You could do launch party and stream the giant button pushing. 

     

    Oh, it could also trigger confetti! 

    We need TONS of confetti! Confetti for everyone!

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