Jump to content

theJesuit

Members
  • Posts

    3,198
  • Joined

  • Last visited

Everything posted by theJesuit

  1. There was a mod that allowed for kerbals to spawn outside the doors around the KSC. I don't know if something built with Kerbal Konstructs would help as a viewing platform. Peace.
  2. Hi @Gabu, This is really great! I love two parts in particular, the enclosed boarding 'airlock' for the Titan II Pod, also the Titan Hab Ring. Nice work. I assume that eventually the centrifuges will both rotate? Any plans for IVAs? Recently I've been harking back to the ideas that the rotational section could never be properly sealed and so would be placed within a pressure hull, such as in 2001 A Space Odyssey. Hence I have a request/ suggestion - a much wider version of the Titan Hab, possibly with two internal 'decks'. The pressure hull would not rotate, but have some windows to show the movement of the internal centrifuge hull - only for prettiness, these windows are just transparent parts of the outer hull. I also would made in a flat cylinder too, not a 2001 Discovery spheroid. To get around the 'windows not rotating' crew in any future IVA would probably use ultra high def LCD "windows" which wouldn't necessarily to attached to the rotational part of the craft. But not having a rotational outer hull means we could surface attach things to it as well. Thanks for ongoing Capsule Corp design modding! Peace.
  3. @Duke Leto it does make sense and now I think about it, using KEI, I can have different values of these biomes depending on whether I have a fresh save and run KEI straight away or after a quicksave or going into a building. It's never really bothered me as it seems to come out in the wash and comparatively. As for the science generator why not send a couple of mat labs and goo from high low orbit and of Kerbin and Mün and use that science? Peace.
  4. @Duke Leto, some of these change to new biomes or give more science when upgrading to new facilities. I don't think I've seen notes where KSC mini biomes have changed. I'd like to introduce you to my friends at the Kerban Environmental Institute. They changed my life in career mode saves. Peace.
  5. What a great piece of software that changes from time to time under the hood, but doesn't break 'saves' Stellar work kOS team. Thank you for your ongoing work! Peace.
  6. 10,000 Stylised Anglican Compass Roses? Assuming they are printed on standard 80gsm A4 paper, I'd print them out, and fold each one 42 times to reach the moon to create a stable tower in order to drive there. Peace.
  7. Rather than an engine use a fuel cell. Peace.
  8. Next update - the thanks for the thanks? Thank to you mod devs. I pray your home lives are on the improve. Only recently have I started using this mod. It's great. Peace.
  9. I'm hoping thats the announcement that'll happen (after 1.4.5) is released. I reckon not just multiple screens but you'll but able to push those screens over multiple computers. IVA, flight, map and a flight control at KSC (or even better flight control sitting in the control tower so you can have two three of four in the same flight multiplayer. Or I can dream. Peace.
  10. Now looking forward to finding out what the next DLC will be! Peace.
  11. I have a major assignment due today and have had to work on it for the past three hours. mmmm...
  12. By having fun... many ballistic kinetic 'rockets'. Destroy the VAB and launchpad in a single final launch. Peace.
  13. Great idea @Laythe Squid! Also... love the graphic. Peace.
  14. This could / should be a tie into whatever visual mods have dust storms on Duna? Thinking out loud here... I thought wind was definitly beyond Kerbalism - a hard mechanic to I'm plenty in a 'realistic way' in that it depends on local topography and distance from sun, atmospherix density etc. However, a limited implentation could be for a wind generator. Wind COULD be applied the same way that Ore maps are generated. Then apply it as a phantom force. Kerbalism's part failures or solar flares could then be applied to severe weather events. Peace.
  15. Recommend epl or GC for deployment eveevery dome part mod has the same questions. Good questions mind. Also thrimm has some ssto videos sending domes into orbit and landing them. I just think the open cylinder with a hole in side with attachment node is the easiest solution... but I ain't a coder or module designer. Then a part to sit in the gap that opens either end at a time for the airlock. Or tubes... or another dome A base plate and dome finishes off the look. But you have then sorted already. What would be nice is to have a series of small flat plates and pedastalls to have levels off the ground given that your domes are big. Peace.
  16. That would be awesome and it's what I'm waiting for. Perhaps, rather than the domes having holes for airlocks to walk through, a separate piece that is a short wide cylinder that is underneath perhaps with the base plate that has an airlock component in it.
  17. Probably. Nice idea. Or else use the Web app link on the front page
  18. Yea sorry I misread the OP you want custom art. I did have have a thought thought that setting up a screenshot with KS3P would look awesome and professional like though, even manipulating kerbals using the animator mod... Sounds like my next project.
  19. Interesting proposition @DunnoAnyThing. My own rule operates along the same lines to utilise part packs but only for looks... I do use IFI LifeSupport or Kerbalism but I don't use engines from mod packs. I think that is the biggest part of 'keepin' it stock-a-like' or vanilla flavoured. I also use mods that change the stock part looks like colour coded canisters, vens or sspx, but I mod their mm patches when they adjust stock values to keep values stock. I also play with kOS and KER available partless and available for all, and often allow action groups at whatever level the VAB is. kOS is to automate launches but I take over once in vacuum setting encounters and burning nodes. I figure if I have to compose the programme then it isn't SO cheaty :). I also play at 120% retry heating and 100% funds/penalty but 50% science and rep. Also KEI which gives all science from the KSC biomes probably the only thing that breaks the guidelines you have set. Oh and also Transfer Window Planner and Kerbal Alarm Clock. Peace.
  20. One option might be to screenshot in game images. If they will be hanging with at least a couple of feet away from those observing (like the wall of an office), I reckon that your resolution probably doesn't need to be at the 600 dpi level. You may get away with 150dpi. In which case an A3 sheet would have a 184ish dpi from a 4k screenshot. Being 11.x inches high in landscape. Peace.
  21. Not sure. But it would be an interesting tweak/patch to use nitrogen/O2 to inflate and have heavy shielding like the electric radiation shield that takes no power but is permanently on - however kerbalism will still think that you are on EVA if you are walking in around in the done. I'm not sure that Kerbalism takes the occlusion of parts into account in regards to radiation. I have always wanted a mechanic that would treat an eva kerbal within a closed cargo bay (or a fairing if you can get in there) as if it was in an atmosphere. Perhaps somehow using the aerodynamic occulsion model. I had thought this would be used to be mainly to allow TextureReplacer to be okay with taking helmets off on the Mün or in orbit but the module could be applied the Capsule Corp parts as well. Unfortunately this dosen't exist. Intersesting idea though! How much does kerbalism calculate volume and surface area for the domes?
  22. Are you using the latest EPL? Because it says it is in the OP title the latest is for KSP 1.4.4. Peace.
  23. Looks good! What's the mass? It would be a good idea to add 1.4.x to the compatible KSP versions as well. This will make it easier at a glance to see which versions you are using. Peace.
  24. I LOLed. I'm enjoying this. Nice early career. Peace.
×
×
  • Create New...