Jump to content

SplitJugular

Members
  • Posts

    15
  • Joined

  • Last visited

Everything posted by SplitJugular

  1. http://i.imgur.com/0umVSz4.png http://pastebin.com/HJYD9mGh hope thats the ksp.log ur after EDIT
  2. its not showing in the RnD building either, when i put this mod in my 9.0 before the dishes were in previous things i had researched and i just had to activate them
  3. i downloaded the 1.02 version from kerbalstuff, but the antenna and dishes are not showing up in career mode but they are in sandbox. is remote tech working in sandbox only?
  4. are there any plans to add missions that spawn in a space station/planetary base that you have to resupply with crew/rcs/fuel/electric and even life support for tac life?
  5. yeh i heard today the next update will have a more organised UI in the VAB, with more tabs so hopefully a favorites tab, although you can already save a part on the right most tab. but i would like to just be able to push 'B' and get a strut ready to go. when you build a x8 radial ship using x2 placement the amount of struts needed is insane
  6. Can we get a hotkey for the struts in the VAB it would be nice to not have to grab one from the parts list every time when securing massive space cathedrals
  7. just a small addition id like to see would be, wildlife, even if it was just sprites that were part of 'Ground Scatter'
  8. im not skilled in modding the game but i have big ideas... Kerbal 'Capture the Kerbal' Imagine.... 1 main large planet with 2 moons in equal orbit but opposite sides of the planet. One moon is team blue, one moon is team red. The main planet in the middle has 1000+ stranded kerbal Both teams race to collect as many kerbal as possible within 5 years in game time. Both teams can speed accelerate separately If red gets kerbal x by day 4, but then blue comes in by day 3 and rescues kerbal x then that kerbal is 'stolen' and the time paradox corrected
  9. How do i activate the kethane contracts in the .cfg file, i changed maximum exsitant to 2 on ISRU, but allowable resource just says kerbonite?
  10. yeh i know of mech jeb, but was thinking something simpler with just this one feature, was thinking that when you 'Repeat Launch' it could happen instantly (or X amount of minutes after activation of repeat launch co-inciding with the mission time when you 'save perameters') i steer clear of mech jeb as it feels a bit too 'cheaty pete', also was hoping this feature would have ships put into orbit without having to watch the launch
  11. I got this idea after doing many a fuel run to my interplanetary vessel. with 8 large red tanks to refill i made a launch vehicle which transported approx 1.5 tanks into rendevous with the interplanetary vessel. because this took multiple launches of the same vessel it got a little tiresome. So i thought 'What If?' - have a tracking module that can be attached to craft, so once you have launched it and got into orbit, you can then right click the module and 'Save Launch peramiters' (orital periaps, apoaps, and fuel) . then from the space centre have an option for 'Repeat launch' that duplicates the ship in orbit with say 5-10% less fuel and and approximate (+/- 5%) orbit. im sure this would be a fairly simple mod, but i lack the skills to make it myself, but i feel it would be a very helpful addition.
  12. Today after landing and re-orbiting my space plane on laythe, i built a Mk1 jumbo jet to fly around kerbin, .... that crashed and burned, large red fuel tanks are not airworthy. so Mk2...I cant believe it actually made orbit!
  13. Now that 0.24 is out and we're all having a blast, I thought now would be a good time to speculate and try to predict things that could possible be added in 0.25 off the bat my hopes would be KSC management. and planet detection and locating mechanics possibly start out with a basic base that you can use funds to improve, improving the tracking station to allow detection of planets further out start without the SPH and be tasked to fund and construct maybe even limits of the size of rockets you can build, until the launch pad is upgraded
  14. i couldn't get enough of ksp, i played hard from the moment i bought it for 380 hours, but.... once i had achieved landing a kerbal and returning him home from every body in the system, i struggled to find things to challenge myself with. i hope in the future updates squad add in some specific objective based things to do. and after seeing some of the reddit challenges i yern for something with direction so in the mean time i created a 'challenge map' persistant save file with just this http://www.curse.com/shareables/kerbal/222144-splitjugulars-ksp-challenge-career i aim to change the vast empty space into a list of goals to achieve. achieve by earning the science so you can unlock the parts you need rather than want. does anyone have any suggestions of fun scenarios to add to this map? i would quite like to bulk it out more
×
×
  • Create New...