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Everything posted by MarcAlain
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I'm looking for some truly massive cargo bays, in 3.75m and 5m. Does anyone know of any?
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[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
MarcAlain replied to Pkmniako's topic in KSP1 Mod Releases
That's some great work!- 211 replies
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[1.2 - 1.4] Lithobrake Exploration Technologies 0.4 (2016-10-12)
MarcAlain replied to NecroBones's topic in KSP1 Mod Releases
Couldn't you just throw in the shuttle cockpit IVA from stock to be used? -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
MarcAlain replied to K.Yeon's topic in KSP1 Mod Releases
I can't wait for K and J fuselage passenger cabins! -
[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
MarcAlain replied to Pkmniako's topic in KSP1 Mod Releases
Hnnnnng - - - Updated - - - Yep! Take a look, everything seems to have worked smoothly. No need to start all over for me!- 211 replies
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[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
MarcAlain replied to Pkmniako's topic in KSP1 Mod Releases
So far I've tested this with my 85+ flight file, and it doesn't appear to have affected any orbits.- 211 replies
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[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
MarcAlain replied to Pkmniako's topic in KSP1 Mod Releases
Are you still planning on adding a kerbin like planet to the Cercani system?- 211 replies
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[1.3/1.2/1.1] [Kopernicus] Other_Worlds star/planet pack - v1.0.2
MarcAlain replied to Pkmniako's topic in KSP1 Mod Releases
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?- 211 replies
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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!
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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."
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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
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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?
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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?
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
MarcAlain replied to RoverDude's topic in KSP1 Mod Releases
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.- 1,691 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
MarcAlain replied to RoverDude's topic in KSP1 Mod Releases
I just wish a mod would come out that allows warping with some velocity modification when you exit warp- 1,691 replies
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[1.12.x] Alcubierre Warp Drive (Stand-alone)
MarcAlain replied to RoverDude's topic in KSP1 Mod Releases
Doesn't this limit when I can travel to said planet significantly?- 1,691 replies
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