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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Fuel storage, operating altitude, ISP, accelleration, portability (Foldable, etc.)
  2. Given what it does, I think it's just right They will all be of similar cost, but with different advantages and drawbacks
  3. What nodes are missing? Given that Nertea added like.. fifty of them. I doubt he will be adding any new ones to this tree any time soon, as we just hashed it out and a lot of us are beginning to move things here. Also wouldn't bargain rocket parts be at the very start of the current tech tree?
  4. It wouldn't - but the point was if people want a jump beacon that plays well with the USI ecosystem, we already have one No need for me to make one. Yes, they are rotating, and try again
  5. At the end of the day though, you will end in roughly the same ballpark since density and gravity have a reasonably close correlation to the body's diameter, at least in KSP. And it's close enough that some hand-waviness is ok in this case
  6. 600KM for the 2.5m, 900KM for the 0.625m (at least for Kerbin, it varies by body). If anything now that I broke out the warp bubble I'll just make an MM config for the IXS parts. The 3.75/5m version is going to be a rotating (fixed) ring. The 1.25m is going to be a rotating/deployable ring. Each model is going to be pretty unique. Lights are how it used to work Right now it goes from purple through red based on throttle.
  7. Same question for both of you. What altitude.
  8. Then you are probably looking for TechManager, not CTT. CTT is a set of shared nodes we all share so our users have a common experience WRT tech advancement.
  9. How about this. Go try it. Let us know if there is in fact actually an issue. The 0.625m version is collapsible, as will be the upcoming 1.25m version. But given the sheer number of mods I support, it makes my job a lot easier if people try the mod first and come back with questions/etc. (and usually, screenshots of their craft) because your question is incredibly subjective and completely at the mercy of however you choose to build your craft.
  10. 0.0.6 is up Fixed mass issue with 0.625 drive Bubble guides now work again Added atmospheric cuttoff info to status
  11. Define FAR friendly? Given that I know Ferram4 plays with this. I expect it works with FAR
  12. Or grab the Community Tech Tree - about 90,000 science to unlock that, then grab Near Future Tech. Oh.. and I have a CTT compatible Alcubierre drive that's a tier 12 (i.e. far far right) tech item
  13. A pic would help - I've had some very stable designs (plus some new tweaks in the current version).
  14. After a lot more code is done RE SCANSat/etc. I will probably leave in an ORSX shim until they are ready to switch.
  15. I like it It's pretty much something I was going to toss into the MKS side here in a bit, makes perfect sense here too.
  16. 0.0.5 is up!!! NOTE: You need to clear out your current WarpDrive folder before installing this! Adjusted top speed to 175% lightspeed. You can always extend this via config, but the chances of horrible things increases exponentially. Some code cleanup Tweaked config settings - Altitude is now a multiple of the orbiting body's radius, etc. Fixed model size in VAB (you can now see it) New warp bubble effect Added a new, 0.625m form factor drive. Also foldable.
  17. Nope, it would blow up due to other missing things.
  18. Probably an RSS issue, would not make sense with this. RE engine altitude limiting, that would be a custom plugin like I added.
  19. Just bear in mind the quantities from ART are tiny. You'll get, maybe, 1% of the value out of that rock as opposed to 10%-90% with the Regolith parts.
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