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  2. (this vehicle would likely be getting ready for an uncrewed test flight to ISS in anticipation of flying crew to ISS is the whole selection process wasn't crooked (their bid for commercial crew was less than Boeing).
  3. From the OP: So it comes down to how much the unsupported mod in question deviates from the PBC tech tree, and whether or not you are personally okay with it. Some are definitely going to deviate more than others.
  4. Well, I wasn't able to just drag it and all of the dependancies from my 1.7.x install over to my 1.8.x test install and have it work like I have for several previous 1.N.x updates, so, yeah, I think there probably is something not working. I go into its IVA and none of the switches or labels seem to even be there.
  5. This is only because ksp "makes it so", if you use something more realistic like FAR it will be highly unstable in that direction. Of course center of lift behind center of gravity isn't telling the full story, at all. More important is the lifting moment, and the corresponding neutral point, the neutral point should be behind the center of gravity.
  6. It's just the classic mistake of throwing out a number without qualifying it; without knowing what kind of "Detail" 3% is looking for it's basically anyone's guess. However; our current maps of mars are pretty astonishing given we've only really been actively mapping it for a few decades. And they'd be plenty suited for directing a lander to a relatively clear spot; once people actually are on the surface and a colony is a permanant fixture then proper surveys could begin of the planet. Which would be really exciting; we've literally only scratched the surface of the Red Planet! Who knows what kinds of mineral deposits or geological formations it may yet yield; or what may be contained deep within long-dead lava tubes. There's still an incredible amount of information that we don't have on Mars and i think it's relatively easy to forget that when thinking of the "Big" picture sometimes. With all that being said; Earth still has plenty of secrets herself! And many are in pretty extreme enviroments such as the deep ocean, blue holes, caves,volcanos etc. So exploring some of these might be good practice before we decidgue to spelunk the caves of Mars, and may also lead to the discovery of new information also. And i'm aware there are plenty of people doing this actively as their job right now (Often using tools spun off or directly related to space), but i just wanted to remind people that there's still plenty of crossover between exploring our planet and others.
  7. TR-2L wheels in real size...Are they too big or are my cars too small ? ? ? 50% size will do for me... made a roof around the cage: TBC
  8. burn boi


    Well yee, obviously. The bitter coffee... eww but if you put in enough milk and sugar tho, drink of the gods
  9. Decalc'o'mania v2.0.0 is live! Changelog - Modified file layout, delete the old version before updating the mod! - Recompiled for KSP 1.8.x - Improved en-us parts names and descriptions - Added more sizes - Added installation checking Download it here!
  10. I’m still in China, has he done any updates on the issue? He must have
  11. I can't get Discord signed in on this computer, so I'll ask here. It's just eye-candy, nothing serious. 3.1 is a great release and praise all round to SirMortimer and gotmachine for their work In flight, the file manager display is tidy and shortened: while in the Space Center scene, it is not: I looked at the code and found that this seems to be the intended behaviour (IsFlight check here and there). Is the wrap-around a quirk of my particular screen resolution or could this be left over from a wider UI? I didn't really play with Kerbalism before 3.1, so I don't remember anything from before the rework. There's another in-flight limit for overly long vessel names, too, but only for a select few panels (and even the in-flight limit is too wide on my screen, a horizontal scroll bar appears).
  12. @ztoundas @SuicidalInsanity An introduction to understanding drag cubes: Look at the part from each of the orthogonal axes (X+, X-...). The amount of solid surface area is taken and mushed down into an equilateral square. All negative space due to hollow bits is considered and reduces the total area. Drag cube area is not simply a function of how tall and wide the face at that axis is. This number (the drag cube area) is most important for the Y+ and Y- because this axis is where stack nodes and the airflow direction apply nearly all of the time. Once the drag cube area is near identical for the Y faces across all parts in a given bulkhead profile (or a given stack, regardless of profile), this particular problem is squashed. The matter of negative space is the reason why (for example) the Mk3 Expansion drone core should bring players an exceptional lot of trouble. I remember it having a lot of hollow area. Any cargo bays added by mods are the absolute worst as they only have their really thin side walls and practically don't exist in the Y axis view.
  13. Maybe. Starship won't fold its legs anyway.
  14. None of which even remotely indicates a cause or even that Deadly Reentry itself was the cause. All of the parts are indicated by your log as having been successfully processed by Deadly Reentry at which point it ceases to do anything at the Main Menu. It doesn't do anything else at that point and other non-Deadly Reentry procedures begin to occur. (player.log had more to say on the subject than ksp.log)
  15. Yes, the RD-0410, but this is already part of Restock+
  16. It's going to be hard, as Sony is at the top of the big three companies in musical production. Their grip does not even stop there, a case (funny to my perspective) is in the case of digital cameras, where as always the lovers of some brands shoot at each other because, "Canon is the best. NO! Fujifilm is the best! What?! Everyone knows that Nikon has the best products! Impossible, it's Panasonic! etc." while almost all those brand are almost using Sony's censors and chips only.
  17. Full illumination, for now, but I intend to add the light knob once I get more data on what other instruments people would like to see.
  18. I have been trying to use PCR recently with another IVA pack, DE_IVA and it hasn't been working correctly. You can find my struggles with it here and on the comments below it: It has many issues surrounding RPM and custom patches among other things. I'll check out these cockpits once I have access to my PC.
  19. Today
  20. New 1.8.x compatible version is now available. See Original Post for Links and Details. > > > BUG REPORTS GO HERE!!! < < < (I cannae fix what I dinnae know aboot)
  21. Curious because I'm super excited someone took the initiative and made MAS IVAs, did you add the light knob to the IVAs or pre-set everything to full illumination?
  22. Adding realism is different than adding fiction - just because people don't want more realism in the game (which to me would be things like decaying orbits, part failures, complex life support, etc, which are all things which primarily increase busywork while playing) doesn't mean they want things which directly contradict known physics.
  23. Many thanks! I've gone ahead and added your suggested tweak, as well as pushed the now-finished IVA for the Mk3 Cockpit. Additionally, I've made an IVA for the Probe Control Room mod, but I'm uncertain that PCR will run properly without RasterPropMonitor being installed.
  24. Not that much. 2011. I read Slashdot since 1999.
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