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    Spacecraft Engineer

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  1. I just wanted to put my two cents in- namely, to thank @CobaltWolf very much for all his hard work on this mod over the years. I'm sorry to see it end, but I'm excited that Squad decided to make something similar part of the stock game! I know I pretty much abandoned this mod, and in fact KSP, but it was not really by choice- I've developed chronic tendonitis in both wrists, and even simple things like docking and maneuvering EVA Kerbals became very painful, and I had to choose to focus on the things in life that either don't use my hands much, or things that I though it was worth fighting through the pain for.
  2. Um- thanks? That's using the radius at the surface, not above the atmosphere, though.
  3. Question- what is the orbital period for a stable low polar orbit of Saturn's moon Titan? I'm working on editing my second book, and my version of RSS is broken, so I can't double-check my numbers.
  4. I actually just published a sci-fi novella, so I thought I'd share. It details the adventures of the astronauts on the first manned mission to titan, as told by one of them through her blog. It's also partly inspired by a Laythe mission I ran back in the KSP 0.23.5 days. https://www.amazon.com/dp/B07FP4VGFS Also, I am aware that spell-check pulled a fast one on me in the Amazon description. It should be fixed shortly.
  5. Can someone point me to information about the Roadster and it's payload? I'm trying to look it up in order to make a Stellaris mod, and I simply can't find some of the information. Namely, I'm curious as to- What the overall mass was (is there a big block of cement in there somewhere?) Where in the car is the Ark 5D disk? Is the paint a polymer, or something with a lower chemical weight more likely to hold up when exposed to solar wind?
  6. Hey man. You made the surface experiment mod, didn't you? So my question is: I cant open the right-click menu at the plugs so I cant link the sep. I can open the menu at the surface experiments themself but I cant do it at the plugs. 

    I hope you will answer.

  7. I've been wondering something for a while- could Kopernicus be used to create different altitude-based biomes (similar to how we have InSpaceHigh and InSpaceLow) below sea level on Kerbin? I think it'd be really neat to have separate sets of science results for the epipelagic, mesopelagic, and bathypelagic zones. Probably a impractically difficult idea, I know, but I can't help but be curious.
  8. The magnetometer, retro-reflector, seismic sensor and heat probe will work anywhere. The CCID scanner and Solar wind Spectorometer will only work on planets without an atmosphere. The weather station will only work on planets with an atmosphere.
  9. This may be a dumb question, but is there any place I can find a labeled map of the biomes on each planet in this mod? Updating the SEP definitions has been really, really slow going without one.
  10. Yep. I actually think it should be higher to be realistic, but it means that the absolute largest KAS container (the gigantic 2.5 meter one) can just neatly hold all eight segments.
  11. I'm going to tag @CobaltWolf and @DMagic, since they do most of the work for Surface Experiment Pack.
  12. Ok, I've encountered a bug. Not game-breaking, but annoying. Is anyone else seeing the KerbNet maps sideways?
  13. Yes, yes it would. And If I could manage to create a properly custom planet in Kopernicus without making a complete hash of it, I would. I messed around with that config SO many times, and it is a really great idea, but as far as I can tell it runs the procedural generation code every time the game loads?
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