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mattssheep4

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Everything posted by mattssheep4

  1. Perhaps the current "Hold Heading" SAS option could be tweaked so that, in atmosphere, the SAS stays at the current pitch/heading.
  2. You do get science from asteroids, and can get more science if you move it from, say, high above kerbin to space near kerbin, or the same for the mun or minmus. I'm not sure a bonus is necessary, and although experience for kerbals would be nice, it's relatively easy to get a level 3 kerbal without leaving kerbin's SOI. DK about the world first contract.
  3. Oh well, at least I've gotten all the ship designs I want to use ready for my next turn!
  4. Downloading now. Hopefully I'll have it done by tomorrow noon. (Eastern time).
  5. Yes! Where in the lineup am I? Is it compiled somewhere? Edit: NM I found it lol
  6. Definitely read that as "extravehicular activity". I'd like to contribute as well!
  7. There's a mod for stuff breaking/failing randomly, but I don't remember off the top of my head what its called... There's also Kerbal Krash Systems, which models damaged parts by making engines less efficient and causing 'fuel leaks' and other such things. Edit: Kerbalism readme: "Kerbalism is a mod for Kerbal Space Program that features life support, quality-of-life, malfunctions, signal, radiation, space weather, a decent GUI to monitor existing vessels and to plan new ones, and coherent background simulation." Edit2: @bobston314 Yes, DangIt! is what I was thinking of, thank you.
  8. As much as I enjoy stock KSP, there are situations that multiplayer would be awesome. For example, I have a buddy who's really good at designing and flying launch vehicles, but sucks at orbital rendezvous. I am the opposite. It would be great to coop things like that without having to hop on each other's computers or transfer save files. Another thing: having a space race thing, but then go on to do missions that require partnerships with each other. Say one of us focused on certain areas of the tech tree and the other focused on another area. We could to coop missions that we couldn't do alone, and both get SCIENCE from them. Finally, things like using the same stations as staging points for missions, having to buy fuel from your competitor's station to get back home, paying them to launch a spacecraft on a rocket that's more efficient than your own launcher. That would be pretty cool. I don't know how it work from a code standpoint, especially with more than two or three players, but I'd love to try it. Even if it couldn't support multiple people with active vessels in physics range of each other. So long as we can dock to each other's stations and pay for refueling or be paid to fill the station's tanks is what I mostly care about. As for time-warp issues, maybe some sort of global kerbal alarm clock would work well for that.
  9. Oh, right.... Haven't used MechJeb for the past couple months, so I forgot about it
  10. Is there an option to automatically negate relative velocity when within x distance before shutting the engines down? That would be a cool addition to this, although it's pretty cool as it is.
  11. Also, the SSTV signal works again, and the Magic Boulder is back, and a bunch of other stuff is pretty cool, too.
  12. @ parameciumkid Damage to an engine from saltwater is not from the impact from landing, it's from the combination of the metal, water, and salt reacting together on various parts of the engine, including inside the reaction chamber and up into the fuel lines, pumps, electronics, and so forth.
  13. So are the ranks dependent on skill levels, like in the regular Final Frontier mod, or can you promote/demote kerbals as you see fit?
  14. If you're still having issues with the docking ports on Kelgee, I think Brotoro had a similar issue: http://www.mindspring.com/~sportrocketry/ksp/longtermlaythe32.html Make a quick save and check what state the docking ports are labeled as. Idk if that's the problem or if you've tried it, but it could be a solution.
  15. You could always try the reconstitution from waste products method. You wouldn't need to have a waste resource per se, but using that as a rationale. I suggest using an inverse relationship of new snacks created over mission duration. Also, for storage balancing, could empty crew cabins be filled with more snacks than cabins with kerbals in them? I don't know enough about the code behind this to know if it could work.
  16. I wouldn't mind having a "click at desired apoapsis, then periapsis" function, then deal with small adjustments (decreasing the sensitivity of dragging the controls).
  17. Jeb.....Jeb.....Jeb....? Oh, wait, is he that nut who tried to land that Mun rocket on Kerbin without a parachute? I think he's in Space Station Alpha in LKO. If I remember right, his sentence at the court martial was 5 to 10 years in the Station without ever having permission to touch a rocket. By the way, I love how threads that were started years ago can suddenly keep on going again like nothing happened.
  18. I'm actually doing something like this to get a lander to flyby Eve. It was meant for Moho, but I miscalculated the dV needed to decelerate and flew WAY past it at some 5k m/s. So instead I found an intercept with Eve several orbits (and years...) down the road, and I hope to get a gravity assist to get it back to Kerbin after that.
  19. I found this post: Sorry if that isn't really any help.
  20. I'll plug for another forum member, Brotoro, and say "Look here!"
  21. Will one of the many squashed bug include the one for maneuver nodes where sometimes you have to ignite the engines for a moment before it will show the burn time?
  22. If I understand what you are asking correctly, you can change vessels to type 'SpaceObject' in the persistence file, which gives the ship the asteroid icon. Then you would have to get near with a ship before learning what it is and being able to switch to it. Edit: you can still switch to the craft though.
  23. Are you planning on posting any more before 1.1 or will you just wait it out? By the way, I tell all my friends who play ksp about your mission site and reread them myself pretty often
  24. I'm unclear about this. Does this mean the rover won't move while the cargo bay doors are closed, even if undocked? Or does it mean that the rover will still roll around (and maybe even be able to be driven around) while in flight in said plane? Could someone elaborate on this a bit, please? Aside from that, I'm liking the new UI and I'm really grateful to all of the KSP team for all the hard work you do!
  25. If you don't want to download the tantares mod and still use the soft-docking parts, make a folder in Gamedata called tantares, and a folder in tantares called Parts, and a folder in Parts called SOYUZ, and put the files in there. I checked to make sure it worked (like a charm).
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