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kerbiloid

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Everything posted by kerbiloid

  1. [quote name='renejant']This mod needs an update for 1.0.5 It seems the mod aint showing up in the parts menu...[/QUOTE] At my side it works fine in 1.0.5. Of course, I've updated it for 1.0.4: - converted textures to dds with Lilleman's DDS converter; - in all cfg files, in "node_stack_bottom" line, replaced fifth parameter with its negative value: "-1" instead of "1". The same with its lesser cousin - Kommit Octotruss.
  2. Currently Kopernicus mod is the relevant extra-planets engine under active development. [url]http://forum.kerbalspaceprogram.com/threads/114649-1-0-4-Kopernicus-Beta-%280-4%29-September-14[/url] List of Kopernicus-based planet packs you can find on this page (see "Supported Planet Packs"): [url]http://forum.kerbalspaceprogram.com/threads/128856-WIP-1-0-4-Galactic-Neighborhood-Integration-of-multiple-planet-packs-in-the-same-game[/url] But currently this engine is not yet updated for 1.0.5, so you would await this.
  3. [quote name='Nibb31']Western bombs were (are) designed to go off above their target, which limited fallout, gave them a "flattening" force and wider radius. Soviet bombs were apparently designed to go off at ground level, which gave the bombers more time to escape.[/QUOTE] Mid-air blast optimal height does not depend on bomb nationality, it's just a height which allows to the direct wave and reflected from ground wave to meet and merge and sinergically enforce each other. Air blast = larger area, surface blast = more damage near GZ.
  4. And GPOSpeedFuelPump mod to pump water from the damaged part into the opposite one to restore the ship's stability.
  5. Probably, this matters: http://forum.kerbalspaceprogram.com/threads/111159-BETA-1-0-5-KSP-Interstellar-Extended-1-6-%2810-11-2015%29?p=2278388&viewfull=1#post2278388
  6. KSP.exe dates: 1.0.5 - 2015.11.10 1.0.4 - 2015.05.23 1.0.2 - 2015.05.04 1.0 - 2015.04.27 0.90 - 2014.12.16 0.25 - 2014.07.22 (?) 0.24 - 2014.07.22 (?) 0.23.5 - 2014.04.02 0.23 - 2013.12.18 0.21.1.276 / 0.22.2 - 2013.08.08 0.21.1 - 2013.07.24 0.20.2 - 2013.05.22 0.19 - 2013.03.18 0.18.2 - 2012.12.20 0.18.1 - 2012.12.03 0.18 - 2012.12.01 0.17.1 - 2012.10.30 0.17 - 2012.09.17 0.16 - 2012.07.21 0.15.2 - 2012.05.17 0.15.0 - 2012.05.17 0.14.4 - 2012.04.03 0.13.3 - 2012.03.03 0.7.3 - 2011.06.24 Aviation Lights 1.0.0.0 has been created 2012.10.14 = KSP 0.17.x v 1.2 was for 0.18.x and v 3.x - for 0.19 and later. MuonDetector Detector of anomalies. A part or a companion of MapSat. Its dll v.1.0.4 is compiled 2012.12.01 = KSP 0.18, and it is marked as "0.19-0.20" in my list. 1.2 in your list has earlier date (2012.07.31) Maybe "1.2" here means "0.12" or so, you would look at the dll creation date. DSM (Deep Space Mission Pack): v.13 - for KSP 0.16 v.1.61 - for KSP 0.18 Probably, v.14 is for KSP 0.17 MechJeb 1.9-1.91 = KSP 0.16 1.92-1.93 = KSP 0.17 PowerTech/MuMech Hard to say, because several mods are associated with it. Probably renamed and forked not once. PowerTech plugin 0.2-0.2.6 are 2012.04.06 and 2012.07.23 = KSP 0.16 and earlier. Dynasat http://forum.kerbalspaceprogram.com/threads/10224-0-15-Parts-Dynasat-Satellites-and-Solar-Panels-new-parts!-%28rel-0-6%29-Jun-11
  7. As 1.0.5 implements submarines ability http://forum.kerbalspaceprogram.com/threads/138931-1-0-5-Buoyancy%21-What-sinks?p=2286169&viewfull=1#post2286169 , so depth charges look relevant now. Such as ASROC https://en.wikipedia.org/wiki/RUR-5_ASROC SUBROC https://en.wikipedia.org/wiki/UUM-44_SUBROC anti-sub mortars https://en.wikipedia.org/wiki/Anti-submarine_mortar and just primitive free-sinking charge https://en.wikipedia.org/wiki/Depth_charge
  8. As there is an obvioud fixed "ceiling" value = 5, so "5 = close to the ceiling, 1 = close to the floor". Without the upper limit there would be "a stockpile of 5 is even higher than a stockpile of 1, but both of them are much lower than the sky".
  9. Please, is there a way to hide a part from the VAB part list? Not to unload from memory, but to hide from the list. For example, I have defined a dummy part AbstractContainer, with the most common values for all my containers. Then it is inherited by several other dummy parts AbstractContainerForLiquids, AbstractContainerForGases, AbstractContainerForPowders. They extend its functionality with relevant properties, models, textures. At last the final parts have been defined: FuelTank, WaterTank, BioTank, etc. The same with converters, etc. All this works fine, but I have two dozens of "Abstract..." parts in the part list, which are never used directly, they are just "abstract classes" in terms of OOP. Can I hide them?
  10. Now Pandorum is possible in KSP. And Tatooin - partially. Sink your interstellar ship, then try to get it back. Alas, without tsunami Miller's planet is not authentic. Asteroids dropped to the Kerbin ocean will be either rocky icebergs or rolling islands.
  11. Using BDArmory+addons you can place a secret base there and become a space raider (Side A/Side B switch). Disclaimer: not to be implemented in real world.
  12. It can be a nice and enigmatic orbital memorial talisman which would mysteriously shine from the deep darkness, perfectly visible in telescope. Also a Pioneer-10/11-style picture or a Kerbo-Cola commercial probably could be depicted with Nebula Decals mod.
  13. 1. Process your landing with MechJeb. 2. When you're 50..100 m over you destination site, open MechJeb's window "Translatron", abort the "Landing" and enable Translatron's "Keep Vert". 3. While Translatron keeps your vertical speed -1..-2 m (enter at your wish), move in the desired direction to avoid collisions and to put your lander at the desired point. 4. Land. Switch off.
  14. And icy accumulators... http://www.forbes.com/sites/peterdetwiler/2015/10/27/when-it-comes-to-energy-storage-dont-leave-ice-out-in-the-cold/
  15. Several months ago I have experimented with HooliganLabs balloons and KAS. An airship (with stopped engines, so no fuel consumption) has lowered its ballast tank onto the ground on a KAS rope. The balloon part was keepinng its position over the ballast while I was playing with other vehicles even through several game restarts - until I have taken it off. Maybe, say, it would allow: a balloon in air - a flat platform in mid-air - an anchor tank on ground scheme. (I.e. one KAS rope keeps the platform under the balloon, while anothe rope attaches the platform an the anchor together). But KAS rope is limited 50 m. As far as I know, this value can be increased, but not sure if physical range allows to keep such flying constructions in kilometers over the ground.
  16. Due to near-Kerbin physical laws, stars and planets have 1/10 size compared to the Solar System counterparts. But with the same gravity, so either they have enormous density of the packed matter, or near-Kerbin gravitational constant is many times more than 6.67e-11. That means: if these two regions with different physical laws come into close contact, the Sun collapses, the Kerbol explodes. So, we would get a nice black hole made of Sun, surrounded by a nice gaseous disk made of Kerbol. Planets would do more or less the same.
  17. Also Dres is a lonely and useless place, even a thread is somewhere here about that.
  18. Usually they do this with good Kerbals...
  19. Then you would define more exactly what you mean as "life". Usually "life" means some self-sustained system based on cyclical processes. So, a cobblestone can hardly be treated as a life form because you would not find significant changes in it throughout its existence. Maybe you can treat a planet as a life being due to geological processes, magmatic plumes, etc. Something like colossal amoeba. But as you can't interact with it due to different time scales that's a pure philosophical assumption. Even if so, would we stop to dig into its skin or stop to drink its water? No. Let it be that there are reasonable plasmatic whirls inside a Sun. But its time scale can vary from milliseconds to million years. And how to interact with a person which has 400 synonyms for word "unstable dynamical turbulence" but which can't understancd at all what is "tabouret"? So, those "non-biological lifes" are just pure abstractions for us even if they exist. So, of course only those beings are prcatically mean, whom you can either eviscerate, or caress. And the topic title implicitly implicates a biological creature having a blood analog. Of course, iron matters only if talk about an oxygen-breathing life. (Which is probably the only possible case for active biological life forms). Plants of course are alive but they have no neural system or its analogs at all. They are "less alive" than any worm or bug, if you will.
  20. If an advanced interstellar civilization yet treats the Space as a sacred place, and not just as a backyard with rusty trash. Would anybody hesitate to confuse gophers, marmots and humans with a rusty pickup.
  21. ANY Earth-like planet is extremely rich in Fe just because Fe is the ultimate element of regular thermonuclear synthesis and is accumulated in enourmous amounts inside a star nucleus. It's one of the most common elements in the Universe, large solid planets are made of O, Si, Al, Fe, Mg. Also Fe, rather to Cu, is chemically active and is involved in many chemical reactions, while Cu usually gets bound and either sinks down or is dissipated inside other rocky materials. Then from time to time Cu floats up with geothermal plumes and so we can get here and there the spots of Cu which we treat as "copper ore". Chemical reactions mean solver. Solver means liquid. Liquid needs to move to dissolve something and to bring it from place to place. So in any case a biological creation will have a liquid and a devices to move it through its body. Usually they call such liquid "a blood".
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