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MarcAlain

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Everything posted by MarcAlain

  1. I'm looking for some truly massive cargo bays, in 3.75m and 5m. Does anyone know of any?
  2. Couldn't you just throw in the shuttle cockpit IVA from stock to be used?
  3. Hnnnnng - - - Updated - - - Yep! Take a look, everything seems to have worked smoothly. No need to start all over for me!
  4. So far I've tested this with my 85+ flight file, and it doesn't appear to have affected any orbits.
  5. Are you still planning on adding a kerbin like planet to the Cercani system?
  6. If I started a save with this other worlds mod, and didn't leave the kerbin system until the mod was better fleshed out, would updates to this mod break my save?
  7. So what do you think the fastest way to move things over? 1. New save file, hyperedit stations/bases/probes/satellites into place 2. Adjust orbit numbers in my current save,etc. ?
  8. Man oh man, how bad would this break bases? My stations aren't that much of an issue, but my mining setup on Minmus is pretty massive.
  9. Also, KIS/KAS one of those allows you to take off your helmet. I wasn't talking literally though, I was speaking more of as in " the atmosphere is identical to kerbin" sort of way.
  10. It seems many of these mods break saves - as in anything in orbit won't be because they relocate the Kerbol system. Any tips or suggestions? I really don't want to have to start over with my save. I've setup an entire network for building things in orbit and it's taken forever!
  11. Are there any of these extra solar system mods that don't break saves then?
  12. Does adding this mod to an existing save mess with things already in orbit/on their way to other planets? Are any of the planets kerbin twins where my kerbins could exist without helmets on?
  13. Ok so just to be clear, you're saying you can take a ship without any of your parts attached, and go from one beacon to another? How is that supposed to work? I don't see how this mod supports that. Seems you have to have the jump drive for the ship to be capable of jumping to a cyno.
  14. I'm not seeing any that do, there's one with some oxygen in lower canyons, however, that's all I'm seeing.
  15. Are there any mods that transfer any of the existing planets into "livable" planets with "breathable" atmospheres for our dear Kerbals? Being able to end game colonize Duna, Eve, or Laythe would be awesome. More than just placing air-tite bases, I'm talking actual colonization!
  16. No. "Although Laythe has liquid water on its surface, its polar regions have temperatures below zero degrees Celsius. The lack of polar ice caps means that Laythe's oceans must contain another compound, most likely ionic, such as salt. Surface samples indicate that much salt is present on Laythe's surface. Unlike that of Kerbin, the air cannot be breathed by Kerbals (according to EVA reports). It is therefore possible that there are also high concentrations of salt in the air, as well as on the surface, assuming that the salt is sodium chloride. The apparent toxicity of Laythe's atmosphere, despite being similar in composition to Kerbin's, may also be a reference to the film Avatar - the moon Pandora is very similar to Earth, but its atmosphere is too toxic for humans to inhale, and the moon also orbits a gas giant, like Laythe. Laythe may also be a reference to the planet Damogran from the radio/tv/book/movie series The Hitchhiker's Guide to the Galaxy, as they are not entirely unlike one another."
  17. Looking for a kerbin twin, one where kerbonauts can take off their helmets without issue.
  18. This is looking better anyways, as it only requires electricity instead of annoying karbo crap. EDIT: Just tested it, this is the simple warp drive everyone wants! I do think the electricity amounts could be increase, with NEAR Future this is very easy to deal with! EDIT2: Question - can you go from static beacon to static beacon with existing ships? EDIT3: Nope, you can't. However, that would be a good feature! This mod is so awesome. I could add the beacon module to space stations so doing logistics isn't such a pain in the far future of my space program
  19. Nevermind, figured it out This mod is exactly what I've been looking for! It would even allow my "primitive" nuclear and xenon powered spacecraft to still be viable after the the breakthrough to warp technology. Is there a way to adjust how much karbondrum is used when you jump via the configs?
  20. If one jumps to a beacon, do they have to worry about their origin velocity or angle? Or do they take on the vector of the orbiting beacon?
  21. Yeah, it seems that mod is more what I'm looking for. I want something I have to build into ships in game, and something that isn't like hyperedit - hyperedit tends to eat save files over time.
  22. I just wish a mod would come out that allows warping with some velocity modification when you exit warp
  23. Doesn't this limit when I can travel to said planet significantly?
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