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hieywiey

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Everything posted by hieywiey

  1. I have encountered this same issue, however the Mk2-X does jettison properly when placed using the bottom node, but for the first time going to the launchpad after the part has been placed. For example, if I place the part, go to the launch pad, it will work properly, but as soon as I revert to the VAB (revert to launch works fine), it will no longer jettison properly when launched again, unless a new part is attached from the menu in the VAB. This leads me to believe that it isn't because of the node placement, and it isn't because of colliders, as it remains part of the same vessel when it fails to jettison, the same 'jettison spamming' issue appears for me as well.
  2. For All Mankind is an ongoing series (which hasn’t even finished its first season yet), and there is a lack of concrete documentation on the vehicles used, with the 3 Person LEM only being seen in passing so far. I guess you could make an approximation of Jamestown base with a stock Mk2 Lander can or a hitchhiker, and propulsion provided by 4 LMDEs (that’s what they look like to me at least). If anything from this series gets added to BDB, it at the very soonest would be when the season ends (which would require all of the parts currently in development to be shelved for these For All Mankind parts). Even under this scenario, these new parts would likely be released sometime late next year (the Titan update was started this February, and was only released a couple of weeks ago). These parts are also arguably outside the scope of BDB as well. BDB already has alternate history stuff, in the form of Eyes Turned Skyward.
  3. https://github.com/ChrisAdderley/NearFutureExploration
  4. Could an option for disabling career mode module unlocking be included in the MechJeb settings? It currently seems to be hardcoded into the plugin, and all of my attempts to unlock all modules at start via .cfg editing have been fruitless.
  5. This kind of thing should be posted on the Airplane Plus or CKAN threads, not on a new thread.
  6. Could the KH-11 have SCANSat (maybe the SAR module?) and DMagic Orbital Science (The large recon part) integration.
  7. Could we get a status update on Near Future Exploration?
  8. macOS and Linux support are the first item that comes to mind. Second would probably be if I can't run it, though that's really more of me not being able to play it, rather than not wanting to.
  9. Couldn’t you just make Fatlas by just overinflating the ballon tanks? How long till they pop?
  10. Would you have any interest making an official C-5N/Saturn VN? That would add some interesting capabilities.
  11. Could someone please help me with this issue? It’s effectively holding my career save hostage.
  12. I seem to have some sort of mod conflict with Kopernicus in 1.7.3. I am using Breaking Ground and Making History. This is on macOS High Sierra. Something seems to be interfering with the loading of Kerbol. Link to the log file is in the spoiler.
  13. I guess you could put a fairing around it to keep the sunlight away, but that isn’t ZBO. I think the way that @Nertea implements cryogenic fuels allows boiloff management.
  14. IIRC SCORE was a one off flight. It was essentially a tape recorder, a battery, and an omnidirectional antenna. The active payload only weighed 68kg, though the total on orbit mass, including the empty Atlas, was 3969kg. Eisenhower recorded a Christmas message for the satellite.
  15. I think the old shader fits better, as the metallic cover on the IRL F-1 wasn’t smooth enough to be that reflective. It also wasn’t really that polished, it didn’t need to be. The reflectiveness was more akin to stainless steel, it reflected light, but now without distortion.
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