CorBlimey
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Everything posted by CorBlimey
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Crowd Sourced Science-Biome Reports Everywhere! (August 11) [6.0]
CorBlimey replied to DuoDex's topic in KSP1 Mod Releases
so, since you were that guy, can you report back to stop me being that guy? edit: seems that there are issues? I havent tried it but looking back a few pages sees some unresolved issues with 1.0.4? -
[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
CorBlimey replied to NecroBones's topic in KSP1 Mod Releases
nice update. Congratulations on your vertical landing. -
For inline mulch you can use the tweakables on the Kontainer Tanks. Unfortunately Fertiliser is not available in the small 0.625m form factor tank so a 1.25m Kontainer is the smallest and (and waaayy overkill for fertiliser in volume and mass :D). You can also attach a radial cubic strut and a Mk-V Supply Redi-pak to it to get a tasty 1250 fertiliser compared to the fertiliser minipak. If you want it in-line you could fit 1 to 4 inside a single service bay, but it would use more parts than a simple in-line tank. For in-line NOMS, attach a single I-beam Pocket Edition to your rocket stack node (for structural strength and the node at the other end), then attach a NOMS radially to the beam then rotate and offset it into the middle, like so: edit: be aware that faking in-line like this won't (under stock aero model) stop it burning up to a fine shower of sparks when aerobraking on Eve, as I learnt the hard way
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[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
CorBlimey replied to K.Yeon's topic in KSP1 Mod Releases
all your cockpit windows are smileys? -
yeah, this is a good compromise. In the meantime I might just write a quick batch script to delete them. Anyway, r.e. the main topic, I can't believe I went so long without FTP and MRS. My rockets have never looked better :)..... now if only I could find something that colours the engine shrouds!!
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great, thanks. Are you planning to release a version of the full pack that fits in better with your Fuel Tanks Plus? (Redundant fuel tanks gone, to reduce clutter). I like some of the additions of full over light, but have hundreds of parts (not just from this mod :D) that I never use as there are superior version. Let's be honest, everyone who uses MRS should damn well be using FTP too as it is awesomesauce!
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
CorBlimey replied to cybutek's topic in KSP1 Mod Releases
it works... the only issue is a couple of engines (Jets, I am looking at you) have missing info -
New Maneuver Node Editing Tool
CorBlimey replied to Alshain's topic in KSP1 Suggestions & Development Discussion
shameless bump -
[1.12.x] Freight Transport Technologies [v0.6.0]
CorBlimey replied to RoverDude's topic in KSP1 Mod Releases
heh cool. I like the idea. My issue was only for the KIS ones as their contents are normally pretty light compared to volume, therefore the added weight of the Kontainer is comparatively high compared to say, 100 tonnes of minerals, where the Kontainer mass is irrelevant. But I understand everyone elses points -
your nachos are super tasty - long live the buffet! (and yes, wow, what a rude comment)
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I have 3 kerbals who ran out biscuits while in orbit around Gilly waiting for a return window - is my only fallback now a rescue mission to Eve? (the last time I run a interplanetary mission aiming to return without an orange kerbal or an antenna!) P.s. why are supplies so expensive? 1/4 of the cost of a typical mission can be supplies. IRL the cost is from moving the mass, not the supplies themselves.
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hi, is it safe to mid-game upgrade from the Lite to Full pack? Or conversely to downgrade if I have only used parts also in the Lite pack?
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I usually launch my omni sat network through an SRB booster, a lv909 and fuel tank with a tri coupler on top and micro sats on each (oscar B form factor etc). set your apoapsis to about 700km and change your periapsis to make your orbital period 3/4 of the period of the 700*700 orbit then decouple and circularise one sat each time it hits apoapsis. Alternatively, earlier in the tech tree you can simply just stack 3-4 small sats in-line on top of each other. All they need is a tiny fuel tank and engine, 2 medium solar panels and a communotron 16 or 32. I then launch one larger sat to a stationary orbit over the KSC and one into a highly eccentric polar orbit that links to the stationary sat.
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Drill and ISRU heating
CorBlimey replied to Rematog's topic in KSP1 Gameplay Questions and Tutorials
thanks. The radiator panel sounds fine then - and fits nicely above/below the ISRU on the ore holding tank. I am still putting my stock ore mining operations into practice, having used other resource mods in the past instead. -
Drill and ISRU heating
CorBlimey replied to Rematog's topic in KSP1 Gameplay Questions and Tutorials
do you have any comments on radiator panels vs. TCS? -
i know there is a poll but I am not happy with the outcome so far! We don't need any more disincentives to using Kerbal kontrolled pods over probe cores. All command parts should permit full TCA control (subject to tech tree, fine). Perhaps a balance is to link certain TCA functions to command pod skills - so whether the core just has basic SAS or can orient to manuevre nodes etc, and for Kerbals, use pilot skill.
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[1.12.x] Freight Transport Technologies [v0.6.0]
CorBlimey replied to RoverDude's topic in KSP1 Mod Releases
Hi Roverdude, I am not sure which USI pack is adding them, but the KIS Kontainers are unbalanced in weight compared to the default KIS containers. E.g. the ILC-18k default KIS container has 18k volume for 1.5t. The 2.5m KIS Kontainer stores 20k but for 3.2t. One balancing feature is crash tolerance, at 45m/s for the USI Kontainers vs. 6m/s for KIS but that doesn't seem to sufficiently make up for the difference, except in some fairly niche scenarios of parachute assisted landing for very heavy Kontainers (useful for shipping Minerals back to Kerbin (3.5t is a fine mass ratio to comfortably land a 50t payload!!), definitely, but KIS - not so much). -
thank you. Had the same issue
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New Maneuver Node Editing Tool
CorBlimey replied to Alshain's topic in KSP1 Suggestions & Development Discussion
yes, this would be very useful. I would also like it to have small numbers next to the markers showing how much dV in each vector (not edited via numbers, simply a teeny tiny yellow number - hope that is not too un-stockalike ;p) -
I discovered this mod when I accidentally pressed W in CKAN. Lucky mistake - very useful mod :) Thanks!
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[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
CorBlimey replied to Athlonic's topic in KSP1 Mod Releases
would you consider a chatterer that keeps the chat in native tongue? (love the unintelligble kerbal voice, but would also enjoy hearing the original voice for a change)- 751 replies
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