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Starship Commander
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Hate to necro an old thread, but... Think you'll ever be adding 1.25-meter parts for this?
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[1.12.X] Kerbal Planetary Base Systems v1.6.15 [28. April 2022]
Jim Starluck replied to Nils277's topic in KSP1 Mod Releases
Out of curiosity, what if any new parts are planned for the future? For a long time I've kinda wanted a bigger set of parts -- perhaps counterparts to the regular ones scaled up to the size of the garage? -- that could act as the next "step" of offworld base-building. Wondering if anything like that is in the plans or works. -
One idea I've had rattling around in my head for a greater Kerbal storyline could be useful here. The Kerbals have a profound enthusiasm for and understanding of rocketry and space travel without much other apparent infrastructure on their world... and two really big, really obvious impact craters on the surface of Kerbin. What if the current Kerbal Space Program is not the first time they've ventured into space? What if they've done it before, and still remember that at a fundamental level... but were bombed back into the stone age by some unknown hostile, and are only just now getting back to where they once were?
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FYI, this mod just got covered by Kottabos:
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I haven't yet managed to get that far in any of my savegames, but I intend to use Roverdude's warp drive to trailblaze, and eventually ESLD Jump Beacons for more routine travel. I'm also curious to see just how broken the EM Drive really is over long-term use. After updating the mod and regenerating my galaxy with the same seed, I'm getting a mixed bag. Some probes don't hit the Core's SOI until outside Duna's orbit, others hit it just outside Kerbin's. It kinda looks like it may have something to do with what side of Kerbol they're on.
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So, uh, I'm not sure if this is due to generating a new galaxy onto an existing savegame, but my Sun appears to have no SOI. Anything leaving Kerbin's SOI goes directly to interstellar space, do not pass go, do not collect $200. A couple space probes I already had en route are now wildly off-course.
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[KSP 1.6.1] "Streamline" Engines, Fueltanks and RCS
Jim Starluck replied to NESD's topic in KSP1 Mod Releases
Gotta say, I absolutely love the look of these engines. Also, my CKAN isn't picking this mod up at all. Not sure if it's actually supposed to be up there yet; if it is, may want to double-check that. -
[Minimum KSP version - 1.11] Kerbal Attachment System (KAS) v1.12
Jim Starluck replied to IgorZ's topic in KSP1 Mod Releases
Say, did something happen to the ability to disassemble parts while on EVA? Because Bill seems to be lacking it at the moment. -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
Jim Starluck replied to Andi K.'s topic in KSP1 Mod Releases
Think it's a bug with Kopernicus? Should it get reported on their end? -
kopernicus [1.6.0] Extrasolar v1.8.0 [12/21/18]
Jim Starluck replied to Andi K.'s topic in KSP1 Mod Releases
It may not be an issue with Extrasolar. I'm experiencing the same behavior without it installed; I'm instead using a procedural galaxy generated by To Boldly Go. My solar panels are quite insistent in pointing all kinds of wacky directions, many of them directly away from the nearby sun. They also report being in "direct sunlight," despite their energy flow being 0.000. My guess? They don't have a good way to prioritize what light source will give them the best illumination. -
So on the one hand, I'm really digging the look of the KD-T series tanks; they've got a great unpolished, industrial feel for them. Perfect for bulk storage silos and suchlike. But I can't seem to get them to swap to the crewable variant. Each part has a Crewed vs Cargo mesh toggle, but it doesn't seem like it actually does anything. Is there something I'm missing? I did install it via CKAN, so maybe it missed a dependency or something that I'll have to install manually...