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  2. Does anyone know of a mod that allows the "Skin" of a part to be swapped out with a different one? Example: I have a ship named Colicos, I have a different texture named Grazzius, I wish to select which version i want in the VAB, is there a mod that will do this? i would hate to have to have all 4 variants names in the folder.. Thanks.. Stinky Ace Skunk Works (Division 1)
  3. I was having the same thing happen. Every deployable/extendable antenna was automatically deploying when placed on the craft and could not be retracted in the VAB or on the launchpad. This was using RT v. 1.94 as downloaded from CKAN. When remote tech was removed the problem went away.
  4. I love the name of the ship! Are you flying manually or is it scripted?
  5. So today i managed to land my Falcon 9 right on the center of a drone ship
  6. All of them? I don't know that I can list them all off the top of my head...but I'll give it ago. On the left (Blizzy's Toolbar) you've got Docking Port Alignment Indicator, Kerbal Flight Data (the on/off toggle), Protractor Extended Continued Continued ad infinitum, TAC Fuel Balancer, Trajectories, and WaypointManager. Then down the right hand side and starting from the top there's Extraplanetary Launchpads, PatchManager (I think), Kerbal Konstructs, Ferram Aerospace Research (I'm low res on account of playing on an office machine rather than a dedicated gaming rig, so it appears black instead of proudly saying "FAR" unfortunately), Stage Recovery, EVA Enhancements Continued, Velocity......something or other - it's a vertical velocity manager related to RCS Land Aid, RCS Land Aid, Action Groups Extended, Pathfinder, Pathfinder's Flight manager (for tiltrotors, mainly), Kerbal Alarm Clock, ShipManifest, NavUtilites, Kerbal Flight Data (again) and Kerbal Engineer Redux at the very bottom. I have a couple more there but they're out of sight in the screenie.
  7. Works on 1.8.1 stock+DLCs with no discernable difference. The CKAN meta data could do with an update to reflect this. This mod is excellently reliable, no doubt through it's simplicity. I've yet to work out how the mod chooses which container to populate with science. This also applies to when two vessels with science dock; how does it determine which one it transfers the results to? I feel it would be useful to be able to turn the automatic science transfer on/off, and even better be able to specify where to send new science results. Is this likely to break that wonderful simplicity?
  8. Probably not, he hasn't been around in a year. There are alternatives, one of which is this:
  9. This is where a mod that does that is nice. It;s not like a real lander will have someone micromanaging the engines, the computer will do it. Maybe mechjeb/etc does that? (oddly enough, I never seem to install those mods since I enjoy manually flying spacecraft, even though in RL I think it's a job that should be entirely done by computers, lol.
  10. I just looked at the current release. Those three files do not exist in it. I suggest you remove the mod entirely and then reinstall it.
  11. If the engines are fixed it is very challenging. If they have some gimbal, it's a little easier, because you can compensate through both gimbal and differential throttling. This is sort of where I'm thinking.... Top is the capsule. Roughly the same size as extended Cygnus. Internal tankage in bulkheads; airlock on one side, docking port on the other, berthing and propellant transfer port on the bottom. A few windows. At bottom is the capsule with the ascent module attached. Depicted is the ascent module structure, engines, and ascent propellant tankage. Drop tanks and landing platform not yet pictured (the drop tanks affix to the landing platform; the landing platform attaches to the central thrust column between the ascent tankage). Independent RCS for the ascent module is also not pictured. The ascent module forms a "cradle" under the cylindrical crew capsule and the engines and ascent propellant tanks are all offset but parallel to the CoM<->CoT vector. With drop tanks installed, the descent module almost exactly fills out the Falcon 9 fairing, horizontally. The landing platform would have deployable legs and mate primarily to the central thrust column under the ascent tankage. In compression, the corners of the ascent frame would rest on arms that would distribute the capsule's weight directly to the legs. It would also have frag shields for the engines, mounting points for the drop tanks, a ladder up to the airlock, and room for flatpacked cargo. EDIT: If needed, the airlock could be moved to the top of the capsule and the capsule itself could be shortened so as to allow the drop tanks to protrude upward on either side. The capsule itself doesn't even need to have the vertical-launch/horizontal-integration approach. But the enabling feature is to use vertical launch and horizontal integration for the lander module.
  12. Nothing exciting. Just redesigned my main satellites to use an Ion engine. With a single Ion Engine, a 5700 unit Xenon tank, a 2-4K in batteries, I can get about 10,000 dV for the satellite. Plenty of dV for adjusting orbit if needed, or reducing orbit to send the satellite into Kerbin atmosphere to burn up on re-entry. Not sure why I never did this in the past. Most times I just attached a small lf/ox tank and a terrier engine, but I find this much more compact and efficient.
  13. Fair enough but youd think there would be an ISRU for harvesting from atmospheres then though
  14. This is a bit off topic, but I have been going through that budget thing that was posted a while back (might have been in the SLS thread. I'm not sure if we have a NASA thread any more so I guess I'll put it here). I found this interesting tidbit: It probably won't stick, but a flight demonstration of a nuclear thermal rocket by 2024 would be huge if it happens.
  15. Mostly because it's not actually a thing in real life, at least not from the mining that's in stock. We don't mine for Xenon on Earth - we distill it out of the air. Stock KSP has no parts for that type of resource utilization.
  16. @TheProtagonists Are you planing on an update for 1.8 (in the case kopernicus gets an update) BTW: awesome mod
  17. Yeah, he was a young guy to have died, though (51). He had heart surgery years ago (congenital issue?). He didn't play KSP, but he was a fellow space nerd.
  18. is it normal that the Krusader Thermal Rocket Nozzle 23 has no fuel options? current propellant is empty in the right click menu in the editor and i can't switch it. also there does not seem to be a "propellant module" in the part cfg
  19. @capi3101 Hi ! I don't all those mod you are using.... like just seeing your toolbar and I'm like : "What are all those for ?". So I recognized Toolbar, Stage Recovery, Action group extended... And that's it. Can you list them for me please ? Thank, have a great journey to space
  20. Man. The last laptop I bought for my kids was $173 on Amazon. Sorry to hear that. Hazards of growing old. Now that you mention it, I haven't had anyone I know pass away in a while, I guess I'm coming due.
  21. G̶̨̲̹̀ȓ̶̢̜̘̫̰̤̯͗͆̆͌͝a̷͉͒͊͝ņ̶̨̫̳̲̩̄ț̸̛̭͚̓͌̋̌͛ͅe̶͈͈̯̪̞̫̒͛d̴͈̝̹̹͗́́ ̷̞̱̥̖̋͝ẁ̶͍͙͙͋͋̿̌͊̚i̸̟̋́̃̏͌̕s̶̮̉̒̎h̴͉̍̑͊̿̀̊̒ ̷̠̦̓̈̇̐̎͝͝i̵̟̩͓͇̺͚̫̿̚͝͠n̶͓̭͖̋̊c̸͈̰͕̺̞̈́͑̾ę̷̠̼̖̮̓̂̈͗͐̿p̷̬͔̬̜̤̲̌̓̿̔͛̕t̸̩̣̺͑̈̃̅į̶͇͈̾͑ớ̵͉͎̗͒̌̀̎̕n̴̢̨̲̰̝̒͊́̌ ̶̟͖̾̉̎͝͠č̴̪̻̣͕́̔̊̔r̴̡̖̎̓̄ͅȃ̶͍̜̼̥̑̽͜͠s̶̨̮̖̖͇̭̉̈́̿h̸̦͑̇è̷̡̛͈̹̈́́̃͘s̷̬̹̼̘̳̖̆́͗͂̈́̄̓ ̸̟̦͓͙̰̇̄̃́ú̶̲̩̫̰̜̜͗̊̈́͋̌͝n̷͚͉̈́̇̽̿͋͝ȋ̷͙̬̟̫͇̔̌͊̄ͅv̴͈͐͗͊̍̽͠ę̴̬̲̚r̴̤̈́̌̄̀s̷̘̟͓̀̓̓̂͘ȩ̴̬͕̹̦̅͌̓̇̌̏͜ I wish I was an omnipotent eldritch god hellbent on removing all traced of good from the universe instead of being stuck in school.
  22. Today
  23. Why is this a thing? I know, and I have, that I can just add a bit of code into the ISRU.cfg file but why isn't this a stock feature? Is there a reason for this I am unaware of?
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