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Dragonchampion

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Everything posted by Dragonchampion

  1. Is there any way you can make Karbonite be able to be extracted into TAC Water and Air? So that people don't have to hunt for a "perfect" spot. Also, if I knew anything about coding and could do anything but copy models over, I would love to help. Unfortunately I'm absolutely worthless and can just ..... about mods I like. Anyways, I do have a few ideas, and since they have already been done in other mods, all I'd have to do for the code is to modify them for use with Karbonite, if you like. 1. Radial Karbonite Tanks. Preferably both the long thin ones like the TAC Hexcans, AND a small one like those tiny circular monopropellant tanks. The tiny ones would be for the smaller extraction rovers. 2. For the love of god make Karbonite like raw gold or something, worth more than Fuel or other stuff it converts into, for people wanting money. I have investegated the config files and can't seem to find the code that controls value, but wouldn't something that can literally be converted into almost any fuel type on Kerbin be worth its weight in gold? If we had something like that, it'd solve the energy crisis! 3. Karbonite Electric Reactors. 1.25, 2.5, and 3.75 sizes preferably. 4. KARBONITE SOLAR PANELS! Greenish, more efficient solar panels that produce heat like in Interstellar, preferably compatible. 5. A stationary, powerful drill addon building for MKS. This drill would be used for permanent MKS bases, and thus wouldn't need to be mobile or anything. 6. A Trailer! Seriously, with the time and power behind that Kethane Trailer, it got a LOT of interest into it. It's actually what I use to introduce my friends to KSP modding. 7. Fuel Pipes. Obviously this would fall under KAS, but since KAS integration isn't an option right now, it'd be good, I think, to have something similar to their fuel pipes. 8. TAC and ScanSat integration. This is required before I can even think of downloading it... I use TAC and SCANSat a lot.
  2. S it seems that in 24.2 my Realchutes aren't even registering as parachutes. Is there a hotfix out or anything? I have been using Realchute coupled with a mod that allows me to recover debris to keep my spaceship cost low, but now that Realchute is malfunctioning like this I have been having tremendous problems landing parts safely.
  3. I suggest getting this mod. http://forum.kerbalspaceprogram.com/threads/86691-0-24-DebRefund-v1-0-12 This mod will allow you to recover parts after jettisoning them if they have a declining orbit.
  4. Now THAT, Dave Kerbin, should be posted on the wiki a a guide. Incredible work, thanks! EDIT: THought I did forget to mention I use TAC Life support so I can't just wait around for the paths to cross. Also, I want to ask if it is economical to ditch that much of your ship like that? I mean, that much money wasted from not being able to reclaim it must be a lot.
  5. Oh, I forget. Everyone dispises Mechjeb, thinking that people using it are disgusting casuals that shouldn't be playing in the first place. Take your prejudice somewhere else; I came here for help, not to be judged.
  6. Thanks to landing accidentally in the polar crater, I can't seem to do it even with all these tips. I finally got sick of it and just turned on cheats. Bullshit, but so is this situation. Oh, and I have Mechjeb too, and I know exactly how much DeltaV I have, and I can eaisly hit orbit, and when I use the "return from a moon" it gives me some bullshit 2 million m height orbit.
  7. So I have landed on the surface of the Mun and now need to get home. But after about 10-20 quicksaves and reverts, I can't seem to get a return trajectory... just a permanent orbit around Kerbin where I end up stuck with no fuel. How do I return from the Mun with 1000 DV?
  8. Finally, a semi-update. Glad to hear. Now I can start colony planning with OKS and MKS.
  9. Does this fix the unity decouple() bug? Will this fix the errors with KAS? If so you might want to contact the mod maker of Kerbal Attachment System.
  10. Roverdude I know this isn't the place but something I was thinking you should see about Asteroid bases, is this: http://forum.kerbalspaceprogram.com/threads/79675-June-10-Asteroid-Cities-V0-5-Improved-grabbers I was thinking that perhaps you and the mod author of that mod could work together and merge your asteroid city mods. His system is simple, but lacks the incredible models of your work. I really think you could merge the mods and turn it into a huge thing; perhaps even merge it with OKS into a massive pack.
  11. I wish I could help, RoverDude. I really do. Your mods are amazing and incredible, but pretty much the only thing I could do would be descriptions and ideas. *sigh* Anyways, I really can't wait for this. I heard you mention it before... will you be adding in some science modules? MKS, I feel is excellent for mining situations. For OKS, you should focus on science acquisition, as space mining doesn't make much sense! That way both your mods could focus on one major aspct of Career mode, with OKS being midgame and MKS being endgame.
  12. Glad to hear KAS is coming soon. I was worried about the horror stories that were being told, and how it might not get released until .25 is out...
  13. Poryy, does this mod work with Kethane? Are resources generated on planets?
  14. When you update this to .24, could you mae the photos be worth money? Like, a photo records using 5 mbits of data, and sells for $500 when returned...
  15. A little question/request for you, Taniwha. Is turning the launch pads into a "recovery point" to sell kethane/materials/fuel planned? If not, could you maybe add it? It'd be good to have a small kethane mining facility that is used to gather money for home use.
  16. What do you mean? Do the fuels make more money than Kethane? I would expect Kethane in its raw, liquid form to be worth the most; its utility would make it like Green Gold. I haven't been able to play the base game yet, as I am waiting for Extraplanetary Launchpads and Realchutes to update, but can you tell me what you mean? Do fuels sell for money if you bring them back to the launchpad?
  17. Alright. When they are fixed though, I will definately redownload... I am horrible at landings, often requiring 8-10 reloads because I always end up bouncing. xD
  18. None of the big mods are updated, huh irishmanerrant? Well I can count at least one that JUST updated... plus let's not forget Modular Kolonization System, and Kethane! And I wasn't pestering, I was asking if the old version worked with .24.
  19. JewelShishen, I was having a problem in .23.5 where the Squid legs would pop off and go FLYING when I retracted them, and they often caused issues when I tried to land. Hell, it was often the case that when I tried to land on the moon, SQUID was actually HURTING my chances of landing successfully! Has this been fixed?
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