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SpaceCommanderNemo

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Everything posted by SpaceCommanderNemo

  1. What exactly needs to be fixed? BD Armory 0.11 seems to run fine for me on 1.1.3. Is it just wheel stuff and experimental part development? I'm kind of a noob user of the mod.
  2. Hey everybody, I too want to see this happen. I recently picked the game up again and I'm trying mods I never used before... BD Armory being one of them, I was disappointed that of all the mods and plugins that have been forked, this one got left out. But I can't contribute much. What I am curious about though is the state of contract mods that make use of BD Armory. I've only started digging but there's only talk on the old Kerbin on Fire thread. If anything, that's an area I'd get my feet wet. I suppose an update of the mod could use relevant contracts, since mods like scan sat have them built in. If we need contracts, I'll help brainstorm and learn contract configurator.
  3. Lack, your parts make amazing things... http://imgur.com/a/gvQiY
  4. Hey Lack, I don't want to be annoying, but my last comment on it got a little buried and I wanted to throw this out again... The MK VI cockpit has two IVA seats, left and right. The MK VIb also has two IVA seats, but one of them is behind the two main seats, and the right-side pilot seat is empty. This leads me to understand that you intended for the MK VIb to fit three kerbals? I thought maybe since you'd have a bit of work to do on the LLL pack for .25, you could add that to the list?
  5. Has any progress been made with tweaskscale compatibility? Since InsterstellarLite requires it to be useful at all, it's kind of a game-breaker. I've deleted the b9 tweaskscale config but i'm still getting issues with the tweakable parts.
  6. I've tried this but it doesn't seem to work. 1.41 and a b9 prerelease work fine together, for some odd reason... but not anything from 5.0 on with either 1.41 or 1.43. It's a tweakables issue right? Firespitter.dll/Tweakscale cross compatibility?
  7. It would be really neat to have both LLL and SXT follow in B9's footsteps and use tweakables. Not only to reduce part clutter like B9 did, but to make available a few parts that aren't covered; 1x1x1 liquid fuel tank, 1x1 monoprop tanks, etc. With Tweakscale, there's no need for a line of 2x2 or 4x2 parts, so that would reduce some clutter too. I've come to really appreciate how nice the SXT pack is for fuel tanks - they're far less buggy than KW's parts and much less demanding on memory because of the way you use the textures. I get significantly better FPS when I build a giant rocket out of SXT tanks over KW. The only thing the pack really lacks is engine variety. The extra few engines are good but they're marginally different from stock, and I like more variety over "hey, it's basically an LVT-45 with a different look". I also really like the parts you've made for other mods and put in the pack. Perhaps some Liquid Methane tanks in the SXT pack (since interstellar only has a few in the 3.75 meter variety), or some Karbonite/Kethane tanks or engines of varying sizes and shapes. Now I'm giggling to myself about a Karbonite powered Tsar... There could be some fun there.
  8. The one thing we seem to be missing is a proper 3.75m to 5m cone that isn't a decoupler/interstage. KW has one with fuel in it but it's got a checkered pattern and looks terrible on a rocket...
  9. Perhaps I should check out modular fuel tanks, then. That sounds like something I could make use of. Thanks for the help. Had to test everything was working, so I made this: http://imgur.com/a/UVBlX I'm patiently awaiting more LLL/Interstellar parts.
  10. I don't use modular fuel tanks, should I be? Like how you need a firespitter.dll everywhere for compatibility issues? I was able to use tweakscale with the LLL parts as of.... maybe patch 1.33 at the latest. My LLL install hasn't changed since the last real update. I can tweak KW parts and others just fine, the problem seems to be with the LLL parts specifically. Is there a .dll file overlap somewhere I should be looking for? Edit: I replaced the tweakscale configs with the config lack posted earlier in the thread and everything seems to be working fine. the tweakscale-bundled configs for both LLL and SXT are blank.
  11. Just a little thing that's always bothered me... The MK VIb Cockpit has room for two kerbals, but uses the MK VI IVA for one, and a seat behind the two main chairs for the other. Was the MK VIb meant to hold 3 kerbals? Also, it seems like the last few TweakScale updates have borked compatibility with LLL, should I be doing some .dll file arranging?
  12. That framed sphere tank looks like an excellent possibility for a 2x1 antimatter containment device.
  13. Looks significantly better than my attempt at White Base. Very nice work.
  14. https://github.com/FractalUK/KSPInterstellar/wiki/DT-Vista-Inertial-Fusion-Engine Try the Interstellar Mod. It's about as close as you'll get.
  15. ...hence dismantling the N1 and putting the engines in secret warehouses.
  16. Lots of Lackluster parts, A 3.75m Fusion Reactor with matching Thermal Rocket, and... (drum roll) over 17,000 units of liquid fuel. It will go anywhere, as long as some bug doesn't take it down first. i have three of them floating around now; one in transit to Jool, dead from a tritium breeding bug, another in transit to Moho with the same problem, and this one had issues decoupling it's payload and became a screenshot mission. I can't wait for 64-bit to get some better screenshots.
  17. So lets say I've got this... Will Duna's orbit be effected? Will Dres get captured the orbit of the binary system? Is it possible for a binary system like that to orbit another star? What the heck happens to the objects caught in the orbit of the binary system? I can't seem to find the right diagrams to explain it through google or wikipedia... How big would the stars have to be to make this work? Would I have to push their orbit out farther to keep them from interfering with the entire orbital system?
  18. Pretty much, I guess. I'd also duplicate it, for a Saturn analogue. I guess I need to figure out if making Jupiter and Saturn stars (of not much greater size than they are now) would have any effect on their gravitational pull. Would they orbit each other, like in a binary star system? Duna could have oceans, the second star would also have at least one laythe-like moon, and Dres would be a lot more like Moho. Despite likely being a desert wasteland, Dres would have quite the view. I'd put Vall on a spin and add a Callisto analogue, tidally locked to Jool. It would, at some points, pass between the two stars, but one side would experience mostly darkness the rest of the time. I guess I just want some scientific possibility behind the idea before I go to all the effort... I'm like that. Otherwise there's no point to melting ice on a moon that would just freeze up again.
  19. Alright, so I was listening to a conspiracy podcast today and as usual, it got the gears turning. For reference, it was The Higherside Chats (http://thehighersidechats.com/conspiracy-podcast-thc-114-robert-morningstar-extraterrestrials/), an interview with Robert Morningstar. Possibly a nut, I never know with these guys... Anyway, he was talking a bit about how Jupiter and Saturn used to be suns/stars. After some googling the theory, I was left a little bummed. A history of alien contact and a prehistoric Earth with three suns would be waaaay more interesting than this boring one, but I digress... First of all, Jupiter, the larger of the two, would need much more mass to generate nuclear fission. This means that, no matter the highly flammable materials in it's atmosphere, sustained heat production on the level of a star would be highly unlikely... BUT. Because of the elements found in the atmospheres of Jupiter and Saturn, it would have taken them both significantly longer to cool down after forming than the other, solid planets. So... Is it possible... if either Jupiter and Saturn were both very very small stars or previously significantly warmer than they currently are... that the habitable zone of our solar system could have been altered enough to explain the potential past habitability of Mars? Titan? Europa? Even if not full fledged stars, could the superheated gasses that comprise their atmospheres have once radiated enough heat to keep Jupiter and Saturn's now icy moons in a tropical state? Either way, I think I'm going to try to fire up PlanetFactory and make me a solar system like the theory suggests. Flying from kerbin to a lush, green duna... gravity-braking around a very hot jool to land on a tropical laythe... Imagine the scenery!
  20. This is very interesting. Did you just say "hey, i wonder if i can do this?" or did you have some serious plans when you came up with the folding tail and double-fuselaged launcher?
  21. I think it's up on CurseForge now, or at least somebody put a download for caterpillar tracks on there.
  22. Is this similar to/will it solve the problem with reactors not starting up? It seems I have a 50-50 chance that when I build something with a Generator/Reactor/Rocket, the electric charge starts at 0 and even after EC Fills, Megajoules never count. I could go back to the VAB, delete the reactor, replace it, take it back to the launch pad, then it will work fine. Load up a second copy of the fixed craft - Bugged again.
  23. Holy crap. You've practically perfected it. I'm significantly impressed.
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