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  2. I think BDB will probably provide some of these for 6.25m. I don't have much interest doing an in-between for sizes 5 and 7.5 - we already go from 3.75 to 5m without and in-between size. I typically don't provide for specific ships, but more general parts, so you won't see Sea Dragons, etc from me. Those, as far as I'm concerned, are just big tanks plus unpleasantly large engines. Hmm, it's not massless, but it does have 'less' mass per unit. One unit of antimatter is, I believe, 1 microgram (this is how it is defined in CRP). So, while the ratio is 1:1 for the engine, it's actually
  3. You know right that every possible feature is already a mod and every highly desirable one is already a popular one at that? There's a limited number of things you can add to KSP without remaking the game from scratch that can result in a successful update and modders already explored all of those.
  4. I had huge problems with pressurization lately. I remember that a couple of weeks ago I disabled habitation on a space station module during ascent - I didn't know about the bug back then. Then I docked it to my space station and enabled habitation again. Soon after, I noticed l'm losing nitrogen. Pressure was very low, building up slowly, and eating up all my nitrogen pretty fast. I had to hyper edit more nitrogen into the station many times until pressure was back to nominal, then it was stable. Apparently, this is a long known bug, but I didn't know how far it goes: after docking a capsule
  5. This is... beautiful... You are doing so much good stuff to this old game. Thank you for all your commitment!
  6. New release, Add right-click to disable/enable any active controllers Inverted the button colors when disabled Reduced size of main window
  7. Not the same poster, but I also saw this behaviour with 1.10.1 and started using waterfall at version .24 till now. It was not seemingly engine specific either; you can see it on others too (eg. Swivel). I have RealPlume installed as well and wasn't sure if it was some interaction there. Was investigating other stuff so did not get a chance to try without RealPlume yet. I'll make a point of doing that.
  8. As nice as the announcements for the new update are, I would like to give some criticism. Why is the announced update a slimmed down version implementation of the well-known and since a long time well working mod KIS/KAS? Couldn't you come to an agreement with the developer of the mod or did you just want to reinvent the wheel for fun? In my opinion a complete implementation of KIS/KAS would have been more reasonable and more realistic. If I remember rightly, the game should not only be fun to play but also teach basics in physics, mathematics and space technology in general. D
  9. Well, I think it will make it possible to use either of the 'claw' parts to connect the vessels, then run a fuel line. That will avoid fiddling about matching port alignments.
  10. WOW! Those rockets look great! Perhaps a Titan Heavy, with a 2.5 diameter core?
  11. @Misguided KerbalMakes sense. Hopefully you'll be able to find some time to work on this again.
  12. When i click the warp drive button panel it does nothing, just sits there
  13. Stop teasing us!!!!!! That sounds great, I'll be looking forward to it!
  14. Goodbye? I guess, if you want to hear about progress, here's the breakdown: there's been no progress. I've been busy these past few weeks, teachers have been cramming homework. I have a life, y'know
  15. In theory after I change some things, including a new BAT file for an installation in 1.8.1 yes it might work, later I can check that. But once the performance of KSP1.10.1 is about 30% faster its hard not to use it. To day I am finishing the development of FH CORE landing on the OCISLY, after that I can check if that is possible.
  16. When you set the servo to "locked" then autostruts can reach across that servo. So you can try setting autostruts that will reach to a part on the other side of the servo on the engine nacelles and locking the servo once it is in horizontal flight. P.S. You don't need that many air intakes. A single shock cone intake can feed at least two rapiers. So if you didn't add the adjustable ramp intakes for aesthetic reasons then feel free to remove them.
  17. Just wanted to chime in and say the Solar Trusses are still broken 1.10.1. I went ahead and got rid of the solar trusses I had on my station, and then I shipped 2 up and once the shuttle was docked, quit to main menu, then reloaded the save, and then went to the station with the 2 solar trusses, and they started floating away just like before. Here's my KSP.log.
  18. Yes it's compatible with OPM. It's orbit doesn't cross opm's orbits and it doesn't mess with eeloo so it's compatible with OPM.
  19. Thanks @pmborg. So, to be clear, this would NOT be something I could expect to work in 1.8.1?
  20. @jpkerman Original ASSET and DynaSoar don`t have abblator, so this thing also don`t have it and not suitable for direct dive even from Mun Next time try 2-3 stage aerobraking or return with intermediate orbit at 80-150 km One parachute is enough . . . or just jump. This thing have very small wings, you just can`t turn it to horizontal flight. Unfortunately stock chutes always white, maybe ReStock team can add color changer for their model
  21. First the easy part: if you are already outside the atmosphere - in orbit or on a body without atmosphere - then higher TWR is in theory better. In reality you a) have problems with the precise execution of maneuvers if the TWR is too high and b) you are more interested in dV anyhow, so you usually are quite willing to sacrifice some TWR for more dV. For the low TWR case of orbital maneuvers see @Streetwind's comment about cosine losses during long burns. For landing and take-off in vacuum the TWR can be as high as you want (with the caveats listed above). In the imaginary case of of an infini
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