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Mapoko

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Everything posted by Mapoko

  1. Even with background processing ? Also about the cans - 30 cans again or reduced list with switchable cans ? If 30 - can I use the code on page 232 without breaking the new 1.0 code ?
  2. Sweet! Now my rockets will need some extra dV and trying to figure out how to haul that extra food. One question, though. In 0.9 was mentioned that rescue contract kerbals have supplies. That is OK, but I never bothered to check if they start depleting the moment you accept the contract, because they were around Kerbin. With 1.0 there are kerbals stranded around Mun and Minmus (not encountered any further rescues, but someone might ?) and some are even on the ground. I just saved an engineer from Mun surface last night, but as I play on Hard there is no Revert flight, so it took 2 tries to get there (the right land spot) and have enough dV to get back with 4 tourists having a joyride in the rescue mission xD So if supplies start depleting the moment I accept the contract does that mean I have to have craft there before accepting or otherwise it will die ? Minmus takes about 3-5 days + landing and stuff ?
  3. Now to find which planetary body is small enough. Pol have 44 000 equatorial radius according to http://wiki.kerbalspaceprogram.com/wiki/Pol (!Party!) But it will be razor thin if it is even possible If I have the patience and achieve that I will make a clip at hopefully 1 FPS !
  4. Hello. I have read that there is (2km ?) restriction on how big a construction can be (2x2x2 ?) besides the natural fps drop due to huge amount of parts. I have been inspired by a scene in a movie, but I know it will never happen, although it made me look into how close can I get. Or my option is to think small scale, launch a sphere core, then attach the ring segments ?
  5. Hello, I am missing the option to change my stock tanks from LFO to LF or O, but I lost track of which mod provided me the ability. It required Firespitter is all I remember. Can you help me find it, so I can follow for update ?
  6. Thank you for your great work ! Can not wait to research and try it out. Playing on hard mode with reduced income, so it will be sluggish.
  7. Sorry for the ignorant question, but it only adds flavor text to the experiments and not adding anything else, right ? If that is what this mod does - I want it, because I decided I will tap into lore with my 1.0 Career and this one will add a lot !
  8. I like your Lab the most of all (including stock) Now it also has IVA I am just stunned. Have you changed the way it works in 1.0 now ? About the Pod - Frankly, I could not find much use in 0.9, but now with tourists and everything 7 kerbals in 1 piece seems waaaay more reasonable. And the IVA is awesome !
  9. I was struggling with the career (Hard mode) in 1.0, but I felt something missing - TAC LS. I admit I did leave a Kerbonaut stranded for a bit more than he would've survived if I had TAC LS. Hope I can Install it asap!
  10. Indeed a weird progression. I took Landing instead of Advanced Flight control by mistake and trying my dearest to get the Stability and Aviation, so I can make a plane to gather some more science. I failed my moon landing with the new aero, but I am getting there.
  11. Which file I need to edit ? Also, before I go to bring one down - Do I get to keep them like .90 or they are tourists now ? I really want to keep Frodo Kerman.
  12. So, basically to take a hitchhiker module and send Jeb/Val to go "round up the troops" ?
  13. [Moderator removed defunct website link]/parts/hull/Osaul
  14. Here are some clarification for potential enthusiasts This is the detail you can use as base : This is the 3.75 side of the adapter relative to the 3.75 cargo bay : This is the mk3 relative and basic idea how the joint will be used : This is poorly drawn schematic of the 3.75 parts needed. Basically one with the flat surface and one without. Both with opening hatches. Length wise - as long as they are, but if you feel like it you can add double sized ones for reduced part count for total of 4 parts. The colliding ramp is separate part, so ignore it. Now the adapter. Something like a small ramp inside the hollow mk3 to 3.75 detail. Despite the picture, no opening hatch. Just used the old picture. Also the transition mk3 to 3.75 plus hatches will not look nice. Thank you in advance !
  15. Hello, It is not game breaking, but for some reason my save got corrupted somehow. I am long past researching the part, as well as finishing the contract required. It still shows it as experimental. How can I edit my save to make this stop ?
  16. Just put a handle on one side, so when we turn it a kerbal will pop out ^^
  17. Thank you ! Hope there is a way to put it somewhere more visible. it is on page 232 out of 273 :S
  18. Hello, I am trying to clean some redundant parts. Most of them I did find, but some give me the slip. Here is what I can not find atm (Will edit the post when I come to others) : Tried the Squad and NASA folder, but could not find em ? I assume they are in the same folder, so I need to clean both of those :
  19. @MeCripp I do not see added mass to those command pods from the filters. @RainDreamer - it was more of a request to actually change the tanks in the release, but I guess I can simply modify the tanks for personal use reducing it to 3 discs and 3 hex tanks instead of 15+15. Not sure how to proceed about license, so I guess I will keep em for myself for now.
  20. Hello. I recently started a new save and I am trying to reduce the part count and stuff, so I am trimming some stuff. Resource containers are good and all, but have you thought of making them into one container with changeable resources instead ? Like this small project that peaked my interest and I tried tinkering with it for my own use. [0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7 Because I really want to avoid a full page of utility full of basically the same module with just different resources inside.
  21. After moding my KSP my save became too complicated to deal with, so I started over. I find the bags and tanks so useful in my experience in early game ... Frankly in my original save where I used "Cargo Transfer Rovers"instead I could not find much use, but now they will be useful for great amount of time before I go heavy duty. Btw, how are the cones going ? Also @blackhearth I need to ask you something in private, but your inbox is overflowing.
  22. Thanks! I hope I launched the container with the EVA Parts inside and not the previous version. 1 additional question : Can I use wrench or screwdriver on the winches ? Because it may not hurt to remove and use on demand the ones you see on the refueling arms. Also if I understand right I can bring extra docking port Sr (Or salvage one from one of the few debris I have flying around) and use Wrench/Screwdriver to attach one where it is missing ? Not without separating the station in 2, ofcourse. Sorry that it may be foolish question, but I did not have time to study/try all the things I can do with KAS/KIS yet. Spent my gaming time last few weeks to plan (and fail) and assemble this one, a rover and fuel mining base
  23. Hello. Before I bring some TNT to my base I have few questions. I have a shielded docking port I need to remove, because as neat as it was it is blocking my view in IVA and I decided I can move it around with Klaw add-on on my tug, so the port got to go. Also about that crew module. I noticed recently that while building the section I forgot to put 2 connected docking ports, so the connection is [part][d+][+d][part][+d][part] Can I use explosives to safely remove the docking port and destroy the crew module, so I can replace it with proper one with 2 docks on each end ? I do not want to try to remove the docking port and blow up the Solar panels or maybe the whole cupola. I do not mind if the Crew module is completely destroyed, as long as the explosion do not damage other stuff. I can simply deattach it and then try to fuse the other 2 huge halves, but I do not have the RCS to do so and chopping the station and reassembling will be ... hell. Or I can use Wrench/Screw for that ? EDIT : Forgot the pic
  24. Hello. I am not sure if it is supposed to be like this or not, but it seems odd to me. Basically I have global 100% Karbonite resources on global map on Kerbin and on Mun and Minmus (have not scanned others) I have global 1%. No hot spots or 0% areas. I have seen in the videos that there are hot spots and empty fields on the map ( pic ) but that's Kethane. Isn't it alike as Karbonite or Karbonite have global presence ? - Or it is simply wrong interaction with the 2 mods or third party mod is messing my installation ? Here are my pictures : Basically I would like to find a hot spot and figure out where to set up my mining base, but with 1% global deposits (or at least map showing that) it is not very neat. Also 1% is not very nice. I have not scanned Around Eve and Duna, but I assume the readings will be the same. Possibly Scan side issue, but I will post it in both topics, hoping on fix. I have an orbital base to assemble in the meantime. Thanks in advance. Mapoko EDIT : Actually, there are 0% spots, but no "hotspots" Is that intentional or just issue on Mun and Minmus ?
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