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Dragonchampion

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Everything posted by Dragonchampion

  1. Hey, RoverDude? Can you make the lifeboat so that if you're using your food mod, no longer make a kerbal require food/have an infinite food source that is incompatible with everything else? I say this because the kerbal would e in an emergency situation and thus wouldn't be able to eat, and they'd understand that rather than going on strike, as your food mod puts it.
  2. I'd love to if I could. But just note that all I know from KSP modding is the stuff I know from manually modifying some parts from other mods. I'm completely new to ever making a new part and I'll probably have to use a part from an up to date mod to serve as a basis. DMagic just updated. Check the Release thread.
  3. Well, I didn't mean to make an entirely new mod, as I have no experience with that, but I was going to take the old, abandoned information from Interstellar, including models, and port it to 1.0, hopefully figuring out how to make them radiate the heat that the craft receives.
  4. So I want to take the old Interstellar mod's radiators and turn them into a fully functional part with the new 1.0 update. As you all know the Nuclear Engine now overheats even at 50% thrust, and needs wings and other parts placed on the tank to radiate heat. I want the radiator part to have a very high heat tolerance and be able to radiate that heat and be equivalent to the 24 new objects we have to place on the ship until SQUAD makes a new radiator part. However, I don't know where to begin at all. What do I do? How do I start?
  5. Does this have Karbonite and DMagic compatibility yet?
  6. What about in Duna and Eve? And any other planets or moons? Is there a specific TWR that you need in order to take off from them? I know Kerbin is 1.0, but what about Eve, which is thicker than kerbin, or Duna which is thinner?
  7. Does TWR just not matter in space or something? I've always tried to avoid TWR of < 1 whenever I have made ALL my ships, rockets included. Wait, what?! How did you put them so that the input is covered? Does that mean that my intakes can even be clipped inside my craft so make it look nice?
  8. SO with Skyrim mods turning pay-based, I am worried that other modding communities might get pulled into things. Is there any assurance we have that this will never happen to KSP?
  9. Holy cow! That's almost exactly what I was looking for. I'll either try this, or do it piece by piece and use detachable rover wheels to move them in position. Thanks!
  10. I never considered making wheels removeable by KAS. That would solve a lot of problems. Really? I have EPL, but I always thought that you need a fully functional base BEFORE starting to produce things. After all, Kerbals at your base will die if they don't have food/water/oxygen.
  11. Is there any way to remove the legs afterwards? I don't do bases like that because I feel that's not a base... that's a giant rover. That's why I've been looking into SSTO;s I've seen so many good bases (http://i.imgur.com/vCHFTi1.png is the best I have seen) but I don't know how they get the actual pieces there. I see no wheels, so they couldn't have driven them, and I remember a while back I saw how someone used a SSTO to deliver the pieces, airdropping them in with parachutes. That helps a lot. I will try to make another one this afternoon. I didn't know about the "never have enough engines or wings" part. That's probably why my first one didn't take off.
  12. But all the ones I have seen, including this, which I got especially to land MKS parts, looks like they are all SSTOs. (http://imgur.com/a/JQ3cE#0) Do you have any expamples of freight rockets? Rockets that are able to deliver MKS parts? And how to I deliver them to a specific place? I'm starting to think, from everyone's experiences, that I might have given too much credit to SSTOs...
  13. Well, I'm not really new to the forums, just mostly posted in the Modding section. To those who have stated about SSTOs not needing to be made: What about stuff that requires flybys? How do you land bases? How do you get MKS stuff landed on the ground without huge freighters? Fel, I'm not a troll, far from it. And as stated before I'm not a late joiner, I've been playing on and off because of this issue for around a year and a half now. For my goal, I have this: https://www.dropbox.com/s/q8gz4d1g3w1tijp/Screenshot%202015-04-22%2023.01.35.png?dl=0 I need the large tank on the back (Thus the name Hunchback) because of food, water, and air requirements due to TAC. I had planned for this ship to be the initator for a Minmus or Eve base. However, this one didn't even get off the ground, even when getting to the end of the runway. Fiddling in creative mode, I made this: https://www.dropbox.com/s/ilvf9i2y1jnbg7v/Screenshot%202015-04-22%2023.04.38.png?dl=0 This plane worked pretty well... until it started spinning around. I'll try turning my mechjeb to prevent burnouts, though. I didn't know there was an option to. Mechjeb is always the first thing I research, and I have an increased size research tree, so I feel it's fair. I spend 4000 science to get the best mechjeb, I deserve to be able to use it! Besides, I make sure to always learn how to control it by hand, first. As you can see, my game is HEAVILY modded. I've honestly forgotten which companies are stock and which aren't at this point. I do know however that that engine in the back of the first model is called the SABRE-M, which is a more powerful 2.5m version of the RAPIER. However, I switched from that because I realized that even with full fuel I only had 2200 deltaV, which would hardly be enough to get to Eve and back. I have thought about air intake spam, but I also am worried about weight, and also I don't know what the best ratio is. I have tried to figure it out but no one talks numbers. As for everyone who says SSTOs aren't needed is this true? I haven't seen anyone really do anything WITHOUT SSTOs. All the pictures, all the videos, everything I have ever seen with showcases have shown off these awesome SSTO designs and spaceplane stuff. As for the changes with 1.0, shouldn't I sit down and learn everything now when it's hard so that the learning new things will be easier? (reentry heat for instance)
  14. I can't make SSTOs. No matter how hard I try I always fail, and badly. Again and again i fail, despite being able to make functional rockets, land on Duna, Eve, the Mun, Minmus... pretty much everywhere. It doesn't matter that I can make a damn good plane, It doesn't matter that I can get to the Mun with jut the first tier of parts, no. I can't make SSTOs. Because of this, every single time I pick up the game and start playing, I end up quitting. I get to the point of the game where I should be using SSTOs, and see everyone else using them to conserve fuel, space and money, but when I get to that point I try again and again, failing over and over, until I finally get frustrated and quit. This has happened in .21, .23, .24, .9 when it first came out, and even now, when I came back to the game to try to get my basics down pat before 1.0 ups the difficulty with reentry heat. What should I do? What CAN I do? I've tried looking at youtube videos, I've tried installing mods to make the process easier, but no matter what my spaceplanes spin out from losing air, completely go ape...., or simply don't take off.
  15. Excellent! I can't wait! That will make reuseable ships incredibly useful!
  16. Will you be making that fuel tank destructible and also will there be an option to ONLY add it to the KSC? I'm not a fan of multiple launching locations.
  17. You aren't cheating. These new cience labs cost more, are harder tounlock and are otherwise really difficult to attain. You try playing a reduced-funds, reduced-science playthrough and see if you still feel like these are cheating. Anyways, does this work with .90? I love mods that add more science labs.
  18. I didn't mean to sound hostile at all, I just really love the managerial aspects of the game, and would love to see methods to refuel spaceplanes and such. I have a bit of an idea, too: My idea is a tanker truck that has a docking hatch on the top. Whenever it needs to refuel something, it can detach the tank, recover it, and then (using the part itself as a seperate ship with a mechjeb module on it for control and a docking hatch) get a second tank, attach it to the truck and then drive the truck over to the spaceplane and refuel it using KAS. All that would mean that I wouldn't have to recover the spaceplane to refuel it, and I wouldn't have to recover the tanker truck either! All that would need to be recovered each time would be the tank itself! Think this would work?
  19. Is it intended to make Sounding Rockets unable to complete contracts?
  20. I would love to see this upgraded for KSP .90; I really like those Space Docks especially. Very Sins of a Solar Empire-ish.
  21. Well, since I am wanting to increase the part cost anyways, wouldn't that be perfect?
  22. Crap. Is there any other way to do it then? Because I use B9, MKS/OKS and Karbonite which all use that! How exactly does it wreck the balance?
  23. I know this is a very old mod and probably out of date, but is there any way that this works on .90, and is there maybe a way to reduce the price for fuel as well? I want my parts to be expensive by my fuel to be cheap; essentially encouraging multi-use rockets and part recovery.
  24. I didn't know this existed until someone referred me to it. i am bumping this; this is what career mod SHOULD be like!
  25. Thanks so much! I don't suppose there is a similar mod that allows me to modify part cost and fuel cost, is there?
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