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kerbiloid

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Everything posted by kerbiloid

  1. SolarSailNavigator http://forum.kerbalspaceprogram.com/threads/119579-WIP-1-0-2-SolarSailNavigator-v1-0-2-alpha
  2. The marking team teases the assembling team. Probably there is also "do not eat" on heat protection tiles.
  3. Brief result of the poll: the space simulator forum has six times more fanpersons of science fiction than fanpersons of medieval fantasy.
  4. They will use Molniya-type orbits. http://forum.kerbalspaceprogram.com/threads/38724-Setting-up-RemoteTech-satellite-relay-network-Molniya-question http://forum.kerbalspaceprogram.com/showthread.php/24623-Tutorial-Video-Krash-Test-Kerbals-How-to-science%21?p=303586&viewfull=1#post303586
  5. In the limiting case the smallest and highly specialized probes are photons. No engines, no electronics onboard - only the pure result. They already move with the greatest speed you can reach. While a micro-probe begins its flight, a photon is already here. And you even have no need to send them - just to capture. So the best probe swarm is a sensitive telescope. And it can't be small for obvious reasons. But planets are ball-shaped and you can't look at all the planet at once without some Gargantua near it. So, you need a net of several telescopes. Also you need to gather some rocks without writing a code, just with a shovel and a bucket - it's much faster. That means you need either mighty orbital blaster to vaporize rocks from distance or a digger with a shovel on the surface. A semi-human robotic avatar can be a digger, while its human boss sits in a comfortable office. But you can't effectively operate with it from Earth due to lightspeed time delay. So to you need either to keep the office near the avatars (an orbital base) or though use a mighty orbital blaster. That means: the most promising scientific spacecraft is an Imperial Star Destroyer with a swarm of cyborganic starship troopers. With shovels.
  6. Maybe you need inflatable logistic modules from UKS http://forum.kerbalspaceprogram.com/threads/79588-1-0-2-USI-Kolonization-Systems-%28MKS-OKS%29-%280-30-3%29-2015-05-22
  7. Without breathable air, drinkable water and fertile soil outside the cupola? Getting ten times more salary than their Antartctic colleagues? No, you won't get them off so easily!
  8. Superhuman warriors have been tested already. Nothing special, just more loot to gather. https://www.google.com/search?q=super+mutant+behemoth&tbm=isch&tbo=u&source=univ&sa=X&ei=zTNxVaHnOeeiyAPUmIHIDA&ved=0CBwQsAQ&biw=1920&bih=961
  9. New episode of the best beggarpunk ever.
  10. Looks like NASA ADEPT is updated for 1.0.2, but not sure. http://forum.kerbalspaceprogram.com/threads/98178-NASA-Adaptable-Deployable-Entry-Placement-Technology-%28ADEPT%29-by-OLDD-%2826-04-14%29/page6 (Probably it would require some cfg changes described in the thread posts).
  11. In KSP Interstellar [Extended] mod there are radiation belts around the planets where you can gather antimatter for antimatter-powered reactors.
  12. + presence of a Cat increases data transmission speed 10x, because "the Internet is for Cats".
  13. You can stop rover at any moment, get out then come back. You can precisely move a rover back and forth placing it at the desired location. If rover gets out of fuel, it just stops, not drops.
  14. Try to open Task Manager, select KSP line (nothing would happen), then click on KSP icon at the task bar. This works for Fallout and Skyrim.
  15. Texture Replacer (+ texture packs) = http://forum.kerbalspaceprogram.com/threads/107471-0-90-TextureReplacer-2-1-2-new-thread-the-old-one-is-broken FinalFrontier = personal merits. http://forum.kerbalspaceprogram.com/threads/67246-1-0-2-Final-Frontier-kerbal-individual-merits-0-8-2-1285 KPseudonym = custom Kerbal names generation. (May be outdated, I don't know). http://forum.kerbalspaceprogram.com/threads/96494-0-25-KPseudonym-Customize-Kerbal-name-generation! Miscellaneous http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Modifing_Kerbals
  16. Why not? This really works in various movies. Or to modify some cells (salivary glands or so) to produce the desired enzymes and then cosplay a spitting cobra.
  17. We already have proteolitic venom - pepsin. It's an analog of a viper's venom active agent. 1 g of pepsin splits 50 kg of albumin, coagulates 100 t of milk, dissolves 2000 l of gelatin in 2 hours. The only difference: viper bits a prey and waits, while we tear it into pieces, swallow and then use our venom on it to dissolve.
  18. There is a KSP pony. It's alive, just not moving. http://forum.kerbalspaceprogram.com/threads/91835-Reliant-Robin-and-Pinkie-Pie There could be missions "Deliver a mascot krokodile to the Jool-2 orbital station". Also there was a chicken in some old science parts pack. Fried a little, but this doesn't matter.
  19. Maybe you have met this case: http://forum.kerbalspaceprogram.com/threads/117289-The-new-Node-Direction-gibberish-Parts-won-t-attach-problem-is-becoming-annoying
  20. No, ATM doesn't change the mods, it just creates a cache of packed textures inside its own directory. If you delete the cache catalog, it recreates it again. Sometimes its useful to refresh the cache. Currently many mods are (being) converted to dds format by their authors. ATM ignores dds textures as they are already packed.
  21. Active Texture Management http://forum.kerbalspaceprogram.com/threads/59005-1-0-Release-5-0-April-28-2015-Active-Texture-Management-Save-RAM! Also you can convert the textures to a compressed dds format with Lilleman's DDS converter. http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter
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