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Posts posted by FlyMeToTheMinmus
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In 1987, following over half a decade of manned TKS flights, the decision was taken to put a Cosmonaut on the surface of the red planet before the end of 1999.
The result, development began on the ÃœðрÑÂ-VA 'þцõûþт', based on the TKS hardware heritage.
(Yes, I am creating parts based on some kind of bad fan-fiction / alternate history)
Heavy, Heavy WIP
I really like where this is going!
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I assumed it was fairy literal translation of the word "poke". Please tell me it's not a strong innuendo...
Wikionary defines it first as a verb: "to put something in something else"...
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AAAAA!!! I DID IT!!!!! It is very.. very difficult... How I wiil install another parts P1, S1 and others? Againe I must will have 5 kerbols?
I guess so. To help with kerbals flying away I would suggest using KIS to attach small ladders to s0, and then the other kerbals can stay attached to them.
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5 kerbins!!!!!! How I will must control them??( I use one, another flying away:((( But I was collected all of them in 1 point. After I was use G, but the truss S0 have yellow color and I was recive message: too far... May be it is happening because my truss S0 moving too far?
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I will must constructing this station!!! )))
Yes, you should try and keep both your kerbal and S0 as close to the node on Z1 as possible, KIS has a range,
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Yeah, the choice was , made to make it more realistic.
I'm well aware, I was there when Mike made that choice. I just think that, maybe if your pack's reliant on another mod, perhaps an explanation somewhere explaining why and how it's to be used would be useful for newcomers?
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I understand you. But 1 kerban cannot do this. When I use G, I see messege: Too heavy. bring more kerbin 5>1
Ah I understand, in that case you just need to have another 4 kerbals on EVA right next to where you are working. I don't know if they need to be engineer and have power tools as well, so I would do that just in case. They only need to be floating around right next to it when you pick up and join S0 to ISS so it's ok if they drift around a little bit
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Not work... I recive message to heavy
Sorry man, I'm not really sure how to make it more simple, it's a pretty complicated process, but unfortunately this is the route MikeNZ and the rest preferred... maybe if you try playing around with KIS for some other craft you might get the hang of it a bit better?
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Irenicus, the mod called KIS is similar to KAS which you have, however it allows you to attach parts using nodes, similar to how you would in the VAB. I haven't actually used this mod in a while, but I use KIS frequently and I was the one who suggested using KiS specifically for attaching the truss parts, so I think this should work.
To do this, first make sure you put a power tool, which KIS includes and will be in its own tag on the part list, in the mk3 pod's inventory, which is also from KIS, and is found by right clicking the pod in the VAB, under inventory.
Then take S0 up as you did and sit the craft where you were trying to dock in your video. Then, EVA an engineer kerbal, right click him/her and select their inventory and then the pod's inventory, and drag the power tool into the kerbals inventory. Right click the tool and select 'equip', and it will appear in their hand. Then move the kerbal next to the Z1, switch to the pod with S0 attached, and make sure that it is still. Then undock it from S0, leaving S0 by itself. It shouldn't move too much hopefully.
Next go back to the EVA kerbal, hold G and left click S0, it should show up green. You will then be holding the S0 similar to doing so in the VAB; bear in mind that you will have a green hologram kind of second version which is what you place, while the actual part will remain floating by itself. You can use the R key to change between which node you or attaching by or a surface attach mode; you will need to press R once or twice to get the right node. You can then attach the S0 like you would in VAB, and thats it.
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I'm just gonna leave this here...
o snap here we go its truss time baby
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Would it be easiest if the fins were integrated directly into the WAC engine? Unless they are overpowered I don't see myself using the fins on much else than the WAC. Maybe I'm wrong.
An Explorer 1 replica comes to mind
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For the Lab I would suggest some kind of small airlock device, like in the real JEM, and perhaps a pseudo-galley somewhere?
Also, would you consider a node module like the Harmony and Tranquility nodes?
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Bah, that's the Dragon V2 (aka the stupid Dragon). I don't like the Dragon V2, it just looks a little too futuristic for me. Dragon V1 is a nice, normal spacecraft. Whenever I bug you about making Dragon, I always mean the Dragon V1, because so far, I haven't seen any stockalike versions.
By the way... How about making the Dragon V1?
Please don't put me on the ignore list like HuntsmanThe8/LordLemonFaceOfLemonistan/SuccinctLemon...
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Well that's stupid. So even at 1:16 in the first trailer, that's a different rocket?
The rocket at 1:16 is an Atlas V, like Augustus said.
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The loaf becomes more unsettling in its every next appearance. Parts are looking great!
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It has a 1.875-2.5m service module. The Titan rockets are all about 3m in diameter, which scales to 2.5m...
Saturn V was 10.1 m in diameter, which doesn't scale so nicely to 5m. I don't think you can really just round up or down to get the scaling right for real life to kerbal spacecraft, it's all proportional.
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I really, reaaly like the idea of those 7k solar panels...
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On the topic of X-15 I think there may be difficulty with regard to the tail control surfaces, especially the bottom one which may make takeoff difficult. Plus I think most of the fuselage is easily accomplished with mk2 parts. Perhaps a 1.25 cockpit with a 1.25 to mk2 adapter, and possibly the engine would be good? I think it'd be interesting to see those skids as well if you felt up to it, not sure how you feel about landing gear.
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Great "Progress" there!
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The Buran tail looks just like the Shuttle's. Unless you mean aft, in which case, I'd say it could just be built on the back. Maybe it just needs some nodes.
Yeah the Buran rear can be done with the radial nodes pretty easily.
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Oh my, this is pretty
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Got some orthographic drawings of the SRBs with the marking's you're after here: http://i.imgur.com/3HJF3Yn.jpg
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Ah thats fine, just had to ask
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this isn't save breaking is it?
[WIP] CxAerospace: Stations Parts Pack v1.0 - Head Over to Add-On Release
in KSP1 Mod Development
Posted
I have also been experiencing overheat problems with CBMs both with and without other parts from this mod