sober667
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Posts posted by sober667
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do you have KSPI?
yes i have it mess it? that could be true...
is way to fix it?
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All my engines depended on firesplitter ( with animated parts) starts activated all (B9,karbonite, and more)
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My engines starts activated not all only radial turbofans (both of them) its not normal?
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i have a bug long time that i cannot deal with is not so big but is iritating fan ingines starts activetat during lauch ( i have same problem with radials from karbonite and ducktet fan from here and explorel pack
somebody has that problem? somebody now what to do?
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that has so many posibilites... mother of Jebedaih....
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Buhahahha its ben a loong time i have seen it
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goood so wi wil hava 1.7 soon? nice
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Sure, then as noted you can pretty much do whatever you want via an MM config. It just would not be an in the box thing, since we try to keep dependencies down to a minumum
its not dependences its just... fancy benefit from using two mods together (like KSPI have within Kethane both could be use separatly but engines from KSPI could use Kethane alternatively) so having that fancy thinks in core could have benefits
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Awesome Always cool when we luck out and get an extra benefit from a change
im intrested in one think cuold be way to make nods same as for containers so we cold add them to assembled-in-fligth one?( that should't be so comlicated some changes in the nodes KAS definitions) becouse now we need to attach them in VAB wich looks good but...its not THAT practical( but have with us some spare parts to upgrade it and haul science equpment or even another packrat is AVESOME )
Say somethink more and maby screenshot of your rover u can click on seat? have any warnig message?HI GuysI may be doing something wrong, but i CANNOT get a Kerbal to board the packrat, and its making me sad, I just delivered one to the moon and i wanna go driving about
Any thoughts or suggestions? its carrying no extras, just 5 seats and the mini SAS.
Regards
The Gecko
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packrat is big enough now to attach KAS containers... in fancy way (with containers wages)
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Hello! Great mod, everything looks so pretty. Especially the AES!
I've built quite a number of things with this part pack and I have to say it's outstanding work.
There is an issue however; The electric ducted fan is... annoying to use. Not the power draw, but rather in construction.
It's not possible to attach it properly in the SPH bilateral symmetry mode, because one side faces up and the other faces down, causing the craft to spin. The only way they face the same direction is if I attach them facing forwards/backwards, but that's not really useful.
Other than that, good work!
Ducket fan work bad becouse its start position is bad Rover dude if u can rotate them they would work good. i Saw that problem in other mod and that was a way that he dill with it (probably?)
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Probably not as they have a lot of interdependencies... and then I'd just crowd up your GameData folder
its nice to have all of them in Part catalog card. u could add fancy icon for it
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Hey RoverDude
Fantastic creations you've got there, I fell in love with the Pack-Rat from the very first moment my kerbal jumped in.
I've only got one suggestion, if I may...
i'd like a middle chassis section for the rover to be able to extend the rovers length.
I hope it's not too much to ask for.
keep up the good work !!!!!
great idea!
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Now I want to strap a pair of fusion drives onto an airplane and see what mach values I can hit before it shatters.
chepper way is to add karbonite jet engines i think effeckt will be same
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Nooo. This would make an awesome first stage for K+ sun mining.
Although I doubt it would work for me. Betting aerodynamic stress would tear a ship apart if I tried to use a fusion drive in atmosphere.
i Use FAR and DRE
Atmo aside, if you can get a craft that small to orbit (I just use a pair of gigantors) a 1.5 ton ship with a pair of the sample tanks has about 25K DVfor that small ship if u go to the orbit better way is use much smaller pannels with lowe trust
and for geting u cheap to orbit is enough to use solid fuel booster/boosters ( single with tweaked dow trust should be enough)
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I want to see this. Did you take any pictures?
few minutes i mean few minutes of time warping not not taket that is vehicle very tiniy
i wonder is this posible using solar panels to have much less mass...and freaking dV
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i just taked 2 lab samples smalest engine explorel pack cocpit and interstellar generator...and smash to the sun simple in some minutes its just...wow
not using ANY lauch stage only that SSTO
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i have same issue in SPH electrick engines dont mirror properly ( first time i saw it and lauched it realy spin completly out of control)if placed one is ok second is upside-down
and could be funny to have a way to instal nev cocpit to packrat ( for umm "safer" rides?)
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If anything, add the MechJeb module to the front bit (with the lights)
ooo i see it has a probe.
good think would be to add torque to one of the parts to be able to flip it bach on low gravity i atchated to it one from mods i have ( cact eye if i good remember) so i can flip it back to weels(and not need to reasemble it)
and another think to be compatible withi RT2
it is simple only add module
MODULE
{
name = ModuleSPU
}
MODULE
{
name = ModuleRTAntennaPassive
TechRequired = unmannedTech
OmniRange = 3000
TRANSMITTER
{
PacketInterval = 0.3
PacketSize = 2
PacketResourceCost = 15.0
}
}
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hmm now trying to make mechjeb KASable to attach it to this beauty(becouse i want to take it anyware) and i dont want just ad mechjeb module to sit or camera that would be to simple
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I wonder When we will see small cocpit and other stuff that u mentoonet in Explorel pack?
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How's that 1.25m Karbonite Converter coming? Trying an SSTO-only game and realized that I can't get a fuel refining operation going until I've got a 2.5m cargo bay. Going to try a probe that mines and brings it up to the ship, though maybe it would be faster to just grind my way to the HL fuselages..
or try within USI Friegate parts
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Not trying to criticize anyone present this time, but I've been wondering about the warp drive ever since FractalUK's first versions:
It preserves your entire momentum, always, regardless of whether your warp jump took you up or down a gravity well. This is a huge violation of the conventional picture of the law of conservation of momentum (and the law of conservation of energy, for that matter, but this could easily be remedied by a tweak to the drive's power usage based on gravity well climb/descent), which can be illustrated easily by imagining what would happen if you used the drive to take off from the surface of a body- You'd go from a standstill on the surface to a high-altitude escape trajectory in the blink of an eye, with zero engine burns and using nothing more than a few gigajoules worth of exotic matter. Sure, the energy consumed could be proportional to the difference in potential energy of your starting and ending altitude (it's not, but it seems like it easily could), preventing one from making an infinite-portal-fall type perpetual motion machine out of it, but this doesn't address the fact that you're effectively getting a whole bunch of momentum from nowhere during your jump, which can be exploited by doing a climb-fall-climb-fall maneuver cycle to build up speed in any direction you want from a planet's (or star's) gravity well.
Is this really how an Alcubierre drive would work in real life? If so, what branch of physics am I ignoring in this reasoning?
If I'm not wrong about this, one could potentially make the warp drive system more realistic by making it remove momentum from your ship as it climbs gravity wells and add it back on as you descend them- If you warp from low orbit to a higher altitude, instead of finding yourself on an escape trajectory, you'll find yourself falling towards the planet. Your total orbital energy would remain the same, but more of it would suddenly be converted from kinetic energy to potential energy, resulting in a much higher altitude but much slower speed.
I'm still a little fuzzy with how the exact math would work here, but I think it might result in long-distance warp transfers between planets leaving you with much less of a difference in velocity upon arrival, and far less delta-V would be required for the capture burn. This would, of course, make using the warp drive properly much easier, but would remove the possibility for unorthodox maneuvers generating massive velocities from nowhere.
I'm curious for someone better educated in the relevant physics to weigh in on this.
yes it was the best what we can get to be close to warp drive as it would be.it dont chenge momentum becouse its not speeeding up the ship but mowing space around ship with him. only should matters size of ship to it (hoow many "space" u need to move)
sientist last time in laboratory have maked small scale "warp bubble" wih is firs step to make it buts its a long way to make it THAT scale and yes its POSSIBLE
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Please, make more jet engines and intake parts, pleaseeee ... God job sir!
Retracktable intakes would be awesome intakes tat in high speed on in vacum u would like to close
Firespitter propeller plane and helicopter parts v7.1 (May 5th) for KSP 1.0
in KSP1 Mod Releases
Posted
i serching a lot and donnt get any do u now is any that have it?