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Shna_na

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Everything posted by Shna_na

  1. Miniaturised science, eh? Sounds great, would you mind giving me some details on what their purpose would be, what size they would be (for now I would assume that miniature means the same size as, for example: the gravoli detector), and their proportions (horizontal:vertical - EG: 16:9 (average monitor), 4:3, 1:2, etc.)? If you don't want to post them here, Skype's always an option. I'll even give you my word: unless you want me to do so, I will not inform anyone of any of the content in this addon (<-- There's the knock-up NDA).
  2. 7/10 It's a little cluttered and some of it is a little overzealous... Also, 3 quotes is 2 too many in my opinion. But yeah, some good stuff there.
  3. True, but I've never made a working SSTO. The user below me has never made a space station.
  4. In the meantime, however - a flag of mine: It's designed to look like the flags you get with the stock game, but with a manned capsule. It's kind of a combination of 2/3 of the flags in the game. I also have a version of it with the flag wrinkles, if you want that.
  5. I assume that it's all just random but in a way that it looks like a circuit board, yes? I'll get on it when I can.
  6. Unfortunately I don't have any examples, as I lost them when I had to re-format my hard drive. I could knock something up though, any specific request? Eg: A mission-specific flag, a mission banner, a planet banner...
  7. False but you were, I assume. The user below me hasn't bothered to go to Kerbin's poles.
  8. Thanks for all the mod suggestions, It's tempting me to dare to come out of my stock shell and branch out into the balanced modding world . It looks like a resounding yes in terms of getting KAS, so I will do so tomorrow if the vote is still above 80%. I may even download some of the other suggested mods, keeps the suggestions flowing! Sidenote: This is why I love the KSP community - it is without a doubt the best to ever exist and is probably the nicest corner of the internet. The devs are fantastic too, never seen better. They have everything the big companies* don't: respect for their fans, a huge role in their community, and astonishing support for said community. *Not gonna name names, too many companies to mention
  9. You got someone doing your textures yet? Your signature says you need one. Lucky for you, I'm here to help. I think. From what I can understand, you just need someone to make them, not mount them, right? I can do that. I can make them, but if it's mounting that you need then I'm not your man I'm afraid. But as I said, textures I could get done for you for sure. Am I correct in my assumption that it's just the texture creation that needs doing? Anyway, get back to me when you can and I'll let you know when I can get something done (if I can get something done).
  10. True, though it is very VERY limited. The user below me was also a casualty of The Great Crumble of 2013.
  11. Great, thanks for such a quick response (applies to all), I'll get it done. If you want to carry on talking about other useful balanced mods on this thread, then please do - I encourage it. Thanks!
  12. As I have seen with Scott Manley. The Spaceport post mentions "•Bases/vessels interconnections (pipes)", I assume that this is a tool that connects multiple crafts so that they act as one, yes?
  13. So, you use KAS a lot... Would you say that it's fine to use in career mode for base construction and wouldn't be overpowered in any way? Also, the KW Rocketry part was not off-topic - don't worry! As I said in the original post: I'll gladly answer your question, Mr. Crown: With docking ports, some parts of the base will need to be designed around the docking port to keep consistency, which sacrifices efficiency, aesthetics, and function. Docking ports were not designed for ground-use. being as little as 0.25m out of line with another section of the base can ruin the entire mission. Using a docking port means bringing two crafts together when they are already on the ground. This needs either wheels (sacrificing aesthetics) or a tug (sacrificing time and all-important frame-rate).
  14. So I've been looking at some mods and I want to be able to make bases on other planets. The issue is that docking ports are not overly useful for this kind of application, as sacrifices have to be made for size, shape, aesthetics, and location. I was wondering what mods are balanced in accordance to stock parts that would allow me to do this. Kerbal Attachment System is definitely an option, but I haven't used it since its very first release so I don't know what changes have been made, what new parts have been added, or even if it's a balanced mod. Is it like an extension to the stock game that allows more versatility or is it in any way unbalanced? I already have Kerbal Engineer and Kerbal Alarm Clock, as these are basically just tools that do stuff that an employee of the Kerbal Space Program could be asked to do (after all, a space program can't be run by just one man and some pilots). The reason I post this in the Discussion page is because I would like a discussion about this and balanced mods in general. This would be helpful to the many players that are in my position.
  15. So, you want to reach planets to make bases there? This shameless plug tells you the Delta V you need for each body and has a link to an image that you will find very useful alongside the calculations that have already been done. In terms of bases, you should really use Kerbal Attachment System if you don't want the hassle of using docking ports. You don't seem to be overly fussed by it being only stock and the use of mods seems to be fine to you. Good for you, I wish I thought like that, instead I MUST do things stock whether the mod is balanced or not. In such a case, I'd recommend Kerbal Alarm Clock and Kerbal Engineer for information display. I don't recommend Mechjeb, as I used it and it makes the game less enjoyable, but am not opposed to those who do use it. It would be acceptable in these circumstances, of course, since you don't know how to reach other planets. If you want to make the game a more realistic challenge (as you do by the looks of things), then this mod may be for you (it does Mechjeb, however).
  16. I have a unique suggestion here that I'm yet to test but believe to be the most efficient: Burn from equatorial Kerbin orbit as you would for a normal Mun intercept burn, but slightly early so that you go past it and arrive from 'behind' as it passes. When you reach apoapsis, make your Kerbin orbit polar. This will be extremely efficient, as you will only be moving at possibly less than 100m/s. If your orbit no longer intercepts the Mun, correct for this. It shouldn't take much fuel. When you've entered the Mun's SOI, circularise your orbit at the desired altitude. Profit - in the form of science! Maneuver nodes will help massively for steps 1-4. Let me know if it's any good, I might use it .
  17. Both True and False. The user below me has never posted a thread in the suggestions section of the forums.
  18. (corrected the English in the post) I like the idea of colonisation being slowly introduced, starting as a basic system. In the other hand, relying on mods to complete the content is most definitely off the table for me and most others. Sure, I use mods from time to time, but they're inconsistent in terms of updates. They have a delay from when the actual game is updated, and some mods are discontinued. While I think it should be a mod-compatible feature, I don't think it should be a mod-only feature. The stock game should contain enough parts and features related to colonisation that make it complete without the need for mods.
  19. True. (I hate it). The user below me also dislikes maths but understands that the applications of it are extremely useful, such as in KSP.
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