Jump to content

temporalExile

Members
  • Posts

    180
  • Joined

  • Last visited

Everything posted by temporalExile

  1. Its probably the new form of the Hell Kraken, since "look viewing vector is zero" appears in it too. My guess is that the addition of the space center button to the altimeter caused it to read blank instead of 111111,222222,333333, etc. Although, the save corrupting is new...
  2. Its hotrockets. Go into your gamedata file, go into hotrockets, and click on emmissives.cfg Replace the contents of the text file with this @PART[turboFanEngine]:FOR[HotRockets] { !mesh MODEL { model = Squad/Parts/Engine/jetEngineTurbo/model //position = 0.0, 0.0, 0.0 //scale = 0.8, 0.8, 0.8 //rotation = 0, 0, 0wd //parent = anotherModelTransform } }
  3. All probes MUST have at least 10 Km/s of delta-V. No exceptions. Even If its never intended to leave LEO...
  4. ^This. For some reason I feel the need to give all of my probes 5 figure Delta-V numbers, even If its never supposed to leave Kerbin's orbit. In fact, I have a communications satillite in geostationary orbit right now with about 11Km/s of delta-V left.
  5. I don't think I like the fact that the aerospike truncated, although if truncating it means that you can place things underneath it now, then I wholeheartedly support the truncated aerospike. Edit: Actually, the more I think about it, the more a truncated aerospike makes sense. So disregard everything I said. Except for the bit about it having an attachment node on the bottom.
  6. Actually, I use your pack alongside this one, and they mix really well, even better than they do with stock parts.
  7. There are many different agencies that make a variety of different parts, promoting a diverse market in the spaceship industry. Unfortunately, Jeb decided none of that matters anymore, because from now on you can only use parts and accept contracts from a select few agencies of your choice. Rules: You may only use part adding mods that are on the allowed mods list. Mods that don't add parts are allowed, unless stated otherwise You may only use parts and do contracts from a select few agencies of your choice. There are a few exceptions to the above rule. All the parts from the "Start" tech tree node are allowed regardless of your Agency choices. Contracts from Kerbin World-Firsts Record-Keeping Society are allowed regardless of your choices Parts that are made by two different agencies, like the R.A.P.I.E.R. engine are allowed, as long as you have chosen one of those agencies. Parts that don't have a manufacturer (found laying by the side of the road, or blank) are allowed. "Explore the ____" contracts are allowed, regardless of who is giving them. Allowed/Disallowed mods: Ven's stock revamp RLA stocklike Near future technologies NEAR or FAR Deadly Reentry TAC Life Support (All life support containers are allowed regardless of your agency choices) If you would like for a mod to be added, suggest it. Mods that aren't going to be allowed, so don't request them: B9 aerospace (Sorry, but Tetragon projects screws everything up) Difficulty levels: Easy: Use the "Normal" difficulty preset when setting up your game. You can choose 3 different agencies x0.5 point multiplier Normal: Use the "Moderate" difficulty preset when setting up your game. You can choose 2 different agencies x1 point multiplier Hard: Use the "hard" difficulty preset when setting up your game. You can only choose one agency! x2 point multiplier Other: If you used a custom preset, then post a screenshot of it, and I will try and figure out how I should score it Scoring: Your score is obtained by take an activity you performed, and multiplying by different value depending on where you did it. Each activity marked with a + only count on the first time Please post screenshots of each activity you performed, or else I can't count them as valid Activities with a * are worth no points if performed on Kerbin. +Got into a stable orbit - +10 points *+Landed on - +20 points *+Returned to kerbin - +50 points Built a station in orbit - +30 points *Built a base on the surface - +30 points Killed a kerbal (be honest) - -20 points Places: Kerbol - x2 Moho - x5 Eve - x8 Gilly - x3 Kerbin - x1 Mun - x1.5 Minmus - 1.25 Duna - x2 Ike - x2 Angry space potato - x3 Jool - 4x Laythe - 5x Vall - 4x Tylo - 8x Bop - 4x Pol - 4x Eeloo - 10x Other activities: Completed the tech tree - +100 points Didn't kill any kerbals! - +100 points Used DR, or TACLS - +50 each or +150 if both were used. Scoreboard: 1st: Jeb K. 2,500 points 2nd: Kirrim K. 2462 points 3rd: Bob K. 1,000 points 4th: Bill K. 500 points 5th: Bertbert K. 50 points 6th: UNRANKED 7th: UNRANKED 8th: UNRANKED 9th: UNRANKED 10th UNRANKED C7 Aerospace Division - jet/rapier/aerospike engines - wings/cockpits/stuff : probably not first choice, might be a good second Dinkelstein Kerman's Construction Emporium - structural parts only : barely useful Experimental Engineering Group - SC-9001 Science Jr. : tough to go without early on, but only one part FLOOYD Dynamics Research Labs. - FTX-2 External Fuel Duct : ah, no asparagus staging for this challenge Goliath National Products - nose cones : not useful Integrated Integrals - Mobile Processing Lab MPL-LG-2 : hmmmm, new lander/mothership designs for beyond kerbin *scribble* Ionic Symphonic Protonic Electronics - ion engines - all available communotrons : oops, no transmitting of data for this challenge Jebediah Kerman's Junkyard and Spaceship Parts Co. - stuff (mostly normal sized tanks/engines, incl. lv-n) : probably a good first choice Kerbal Motion LLC - the claw... - some rover related stuff : ugh, so no more grab-me-docking. precision docking it is. Kerbodyne - heavy lifter stuff : meh, i can do without titanic monstrosities... Kerlington Model Rockets and Paper Products Inc. - struts!!!! - struts!!!! - and: Struts!!! : ouch. probably _very_ hard without Maxo Construction Toys - girders : hopefully superflous with the one already available, i hope Moving Parts Experts Group - landing gear, all of them : hehehe, errr. and no girders to compensate. i want pictures of your landings! O.M.B. Demolition Enterprises - all decouplers, save for the rockomax one and the Structural Pylon : *giggles-uncontrollably* Periapsis Rocket Supplies Co. - Sepatron I : well, without radial decouplers no need for those Probodobodyne Inc. - thermometer/seismic sensor/gravioli/barometer - all(!!!) solar panels - OKTO probe and relatives (incl Stayputnik Mk. 1) : ... just think about it. this is getting ridiculous Reaction Systems Ltd. - auxilliary RCS : nah, *tosses-stuff-out-of-window* Rockomax Conglomerate - rockomax. 'nuff said : only stack decoupler left after O.M.B. ROKEA Inc. - lights and all ladders : pancake lander designs for daylight only. duly noted Sean's Cannery - Mk2 Lander Can : finally something i can live without STEADLER Engineering Corps - SAS and RCS Thruster Block : steady handed pilots neaded. apply within. StrutCo - Cubic Octagonal Strut : there goes my creativity... Vac-Co Advanced Suction Systems - XM-G50 Radial Air Intake : what is that thing? WinterOwl Aircraft Emporium - Tail Connector : the idea of aesthetically pleasing crafts has been abandoned some lines above already Zaltonic Electronics - batteries : awww, i forget those anyway
  8. I don't intend to be rude, but based on what happened to StarSystems, I'm not quite sure that you're good enough at coding to properly maintain this.
  9. Go to Revamp1.5.zip/revamp1.5/gamedata And then drag ALL of the contents of this folder into you gamedata file.
  10. I'm having a tough time choosing which one, so I quess i'll just make a list instead. Minmus - Great for low gravity shenanigans, and is just around the corner Gilly - Even lower gravity shenanigans, in addition to awesome views. Also, its the first thing outside of the kerbin system that I've landed on Laythe - I've never been there, it looks pretty awesome, plus and oxygenated atmosphere is cool Bop - Although I've only been able to get there because of Alternis Kerbol, I absolutely love how creepy it is!
  11. If your looking for some challenge, try out Better than Starting Manned. http://forum.kerbalspaceprogram.com/threads/61632-0-25-Better-Than-Starting-Manned-Career-Mode-Redefined-(v1-6499-Oct-17th) I played for a while, but I moved back to the easier stock tech tree.
  12. I think its possible, since I was able to manage orbit with a longer period than 2 days, but I'm not quite sure of the exact altitude it needs. I'll post it here if I ever find out.
  13. I have never docked two spacecraft together, and I always keep part clipping on (Everything must be beautiful!)
  14. Does anyone know what the altitude for a kerbin synchronous orbit is? I'm trying to set up a Communication satellite in my career mode save, but I had some trouble when I realized that one rotation is about 2days instead of 6 hours.
×
×
  • Create New...