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Wren

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Everything posted by Wren

  1. Wow, looks interesting! That is a super powerful image of the KSC with the MUN that large behind it!
  2. Any noteworthy updates? I've been following this thread with anticipation. Looking forward to any increase in utility for the mark3 stuff.
  3. This mod is pretty nifty. I like it a lot. Thanks for all your hard work. My station looks pretty cool with all of these things attached to it!
  4. Wow, this looks really cool. Seems like you could almost play SIMS Kerbal addition just within the bases you could build.
  5. Reminds me of this: It's the Eagle moonbase transport...
  6. Perhaps N.E.A.R. / F.A.R.? I don't know, you have to be careful while flying in atmosphere, get up to 20k and start very carefully go slightly higher but more important get bucket loads of speed so when you run out of air you can use your rockets to give you altitude and convert the speed into orbit velocity....
  7. Congrats Porkjet! Here is one of my newest spaceplanes. I did sort of brute force it, but it can carry a nice payload up to a circle 120k orbit and has it's own extended life support and systems bay. http://s20.photobucket.com/user/Wrenpheonix/library/Spaceplane/PhoenixFire
  8. What about a mark3 shaped science lab? One the same length of your cargo bay? Other than that, I can't think of anything.
  9. Maybe each card adds to a CPU resource, and each automated process (communications, science, etc.) takes up so much CPU to be used, thus you would build probes for specific tasks using the needed amount of cpu and specialized cards (maybe somehow communication cards have a bonus to be used for radio dishes/antenna). Or maybe the cards add specific resources, such as COM-CPU, SCI-CPU, NAV-CPU and each system requires these resources to be active on your probe.... Seems like a whole system could be built up with these parts. Gets my creative juices worked up, wonder if I can figure something out.
  10. Cool idea! I have no idea which mods I would need to set up for this, but it seems like something like this could be hooked up into remote tech where each dish needs it's own card.. something like that...
  11. Love these parts! Thanks for the work and passion put into making them. Looking forward to any other additions you may make.
  12. This looks very promising. This and the spaceplane + mark2 stuff together could really give space planes and shuttles a shot to the arm that they need. Any insight on what you are currently working on?
  13. I've been wondering if it is possible to have a space program without any conventionally launched rockets and everything must be sent up using space planes. If you can think of ways to help this out with more parts, that would be awesome.
  14. You have to toggle resource, it starts on nitrogen first or something.
  15. Okay, So I sent a craft up to the Mun to test, got there, and landed, the only option was 'start karbonite extraction' so I did, and it puts karbonite in my tanks, but the drills don't deploy.
  16. K, I'll try and get some testing in next few hours, but I'm at work, so I have to balance testing with actually working. Also, I just realized your avatar picture was from adventure time. I'm so slow sometimes. Also, for the update I need to delete the ORS and the Karbonite folders, correct?
  17. I'll buy 2 tickets to the fanboy train and ride twice. Those drills and tanks are super cool. You model and texture people are doing great work on this project. The spirit of cooperation and teamwork from this project is invigorating.
  18. So yeah, I put in a 14 hour work day and haven't gotten to do anything with KSP until a few minutes ago. I deleted and reinstalled the ORS and Kerbonite folders and installed .7 again and the scoops now deploy and pull very small amounts of Kerbonite from Kerbin sea level atmosphere. Does the ppm go up or change at different altitudes? The air intake looks much improved, and those prop engines are pretty cool, and I like the sounds for them. So much creative and neat things being done here, thanks again for all the stuff you contributors are doing!
  19. Do the scoops only work on Jool? I can't even get them to deploy or anything on Kerbin. Is there even atmospheric karbonite on kerbin?
  20. For number 2, I think radial or bottom mounted model with pistons/plungers to indicate a pump would be super cool, but that's just me. Also, what are the current options for showing any of the harvesters are active? Or do we want to minimize any particle creation to help on frame rates?
  21. Wow, I apologize to Smurfalot and to everyone else for coming off like a jerk. Sorry. I shouldn't post while angry from other stuff. I'm thinking about testing with MKS/OKS now since RoverDude seems to have a solid grasp of the current issues as I understand them: Conversion while drill active - Broken but being looked at Tank flow - Working as intended and in line with stock KSP behavior The only thing I think would be nice to add to Karbonite would be some sort of extendable small sized claw for non docked applications, but even that isn't exactly needed, but would be pretty darn cool. Also, I have no idea how hard it would be to make one item that both extends and arms like a claw. Maybe it would have to be 2 parts, one part that extends In one direction and the part you put on the end that allows resource transfer. Again, sorry Smurfalot, I shouldn't have called you names.
  22. Wow, very ambitious endeavor! Wouldn't this pretty much make KSP more like Kerbal Jet Program as the amount of science you could get would unlock everything in the game without needing to launch a craft into space? Still looks very interesting though. Subscribed to your thread and +1 rep.
  23. Uh, that is easily tested by making a craft with a fuel tank and recovering that? You don't even need any mods installed. Seriously, what was the point of asking when it would take you maybe 2 minutes? I literally just launched a regular game and recovered a tank at the Launchpad. .18 per unit of oxidizer and .80 per unit of liquid fuel. Have a nice day mr lazy.
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