Jump to content

Nightside

Members
  • Posts

    2,290
  • Joined

  • Last visited

Everything posted by Nightside

  1. So excited about the flexible port! I've been wanting something like this ages and kinda gave up building bases. I will try this out next time I get time to fire up KSP.
  2. Good luck! I personally never launch (from KSC) with crew in anything but real pod with some sort of escape functionality. so I wouldn't attempt to a clown car launch (although sometimes stowaways manage to sneak in). Maybe you should take the position that you can't be responsible for the safety of stowaways!
  3. Not sure if you've seen this but @Shadowmage came up with a solution for this very problem.
  4. If you want the challenge of building realistically sized rockets, that actually require multiple stages to get to orbit, but don't want to mess with the mod requirements and complexity of RO + Real Fuels, etc check out SMURFF + RSS or some other rescaled solar system.
  5. Thanks for the quick update! The church thought Galileo's science results were offensive too, but that didn't stop him!
  6. @TheReadPanda Pathfinder already has OSE compatibility. I could be wrong, but it sounds like Angel-125 is trying to make it so you could choose which inflatables to build off the end of your existing base. It sounds really cool and it would be great to have modular base building without the KIS dependency.
  7. Here's an example from my save, moving Porkjets habs to new nodes. See if that works as a template for you.
  8. Wow, I'm excited to try the wheels! I've just been pretending kerbals never invented the wheel. (Except the reaction wheel of course).
  9. Everything works with CTT, but I don't think it actually uses the new nodes. But it is easy to use Module Manager to move stuff like the big Nukes to the more advanced nodes.
  10. The TAC converters require the TAC dll to be loaded in order to function because TAC predates the stock resource system and had to create its own modules. That said, you can replicate the functionality of the TAC converters and generators using the stock resource system, just take a look at the converters in Universal Storage.
  11. Uh oh! Someone better get a KIS attachable umbrella ready!
  12. I don't claim to know much about the details, but people may have already figured some of this out in other threads, it seems like Kerbalism has got the out of focus electricity usage figured out, so it should be doable. Looking forward to building with those trusses!
  13. I think @Rik has a case of space madness!
  14. Ooh, thats intriguing! Will they fit with your hazard tank line? Can't wait to see some pics!
  15. I should probably set up a game with just FAR. FAR + RO resizes a bunch of parts and messes up the planes.
  16. You will get better response in the Gameplay questions part of the forum or maybe in RO discussion, but one mod to make sure you have is Kerbal Joint Reinforcement. That will make your rockets less flimsy.
  17. Why would anyone bother to make such a complex simulation in the first place? Unless maybe the singularity ALREADY HAPPENED, destroyed humanity, then recreated our universe as a simulation because it was lonesome.
  18. Thanks! Great idea! Yes, the shroud plus decoupler, never looked good. I might also add a bit of weight to the parts on my own to account for more explosive bolts or whatever.
  19. I don't think its stupid to look at existing designs, to find out what set ups work well before attempting to design your own.
  20. What do you mean by "compatible with RO?" Does RO change the scale of capsules, hitchhikers, etc to be HUMAN scale? I'm trying to set up a similar game myself, I'm playing RSS (with SMURFF, not RO) and using Real Scale Boosters and all the kerbal sized ships are almost too easy to launch. There are a few mods that allow you to set up various types of artificial gravity rotating structures, but you may have to adjust configs with Module Manager if you are trying to get things to be "real sized" and also carry all the resources you want.
  21. Well the most kerbal answer would be: if you want to see more aero effects, then go faster!
×
×
  • Create New...