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Nightside

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Everything posted by Nightside

  1. Are you trying to write a Module Manager patch or just add those into the part's config? If you are writing a patch, try asking over in the module manager thread, but if you are just editing the config, multiply the amount and max amount values by the number of kerbals that fit in the pod. You can leave off the "@maxAmount *= #$/CrewCapacity$" part.
  2. Can't wait to try! Great icons too!...free ice cream...mmm...
  3. Start with a rock only, then grind it into a wheel. A few more techs and you're in space. But seriously, it depends on what you are doing in KSP. If you like rocket science, then developing ballistic rockets in a historicalish way will be fun. Think about trying to hit particular targets with an uncontrolled sounding rocket. If you just like building stuff then what ever floats your boat...floats your boat.
  4. If you are trying to make the lightest, most efficient vehicles, then an extra half ton will make a big difference for most missions. But because planet sizes are so small in KSP, delta-V requirements are also pretty small. If weight was a major limiting factor then spaceplanes and massive mining landers wouldn't be so popular. I think it depends on what limitations make for fun design for you. Don't let a little extra weight keep you from making the awesome looking rockets you want. My solution though, was to use a Module Manager config to add a bunch of life support equipment and supplies to the 1-2 pod to justify the extra weight.
  5. Recycling might require Extraplanetary Launchpads. Do you have that?
  6. Cool! The suicide burn countdown has really made me enjoy moon landings a lot more. I used to stop way up high and spend forever drifting down, afraid to get going too fast to stop. Now it's fast and loud.
  7. Thanks! This will be fun. Now where are the good flying saucer parts mods???
  8. I really like the direction you are heading with this. I really like bases because they can be a complex, multipart payload for a big mission and it is fun to put thought into realish challenges of space exploration. But I agree that it can become too fussy to actually manage. <Big Idea> Turn base management into a Farmville style iphone game, then KSP players can outsource base management to other folks who like to play OCD upkeep games!
  9. Sorry, I can't see what is going on, can you post a day time picture? (or maybe my laptop screen is too small to see it properly...)
  10. The mulch resource is a polite euphemism for what is really going on.
  11. To me, it looks like the Avionics Nosecone stuck on the end of the NCS Fuel tank Adapter (1.25 -> 0.625)
  12. No need to wait! There are two download links on the OP besides kerbalstuff. Also, double check any CKAN uninstall, it is notorious for leaving little scraps behind that can confuse other mods.
  13. I think it would be ideal to disable them, but hiding them might be fine. I've become a lot less RAM stingy in the post-DTL world.
  14. Research Bodies is the mod you want! It even pairs with some of the telescope mods like CactEye and TST. check out Distant Object Enhancement also, so you can actually see planets in the night sky.
  15. Thanks for the mod Probus, I'm having fun navigating my way through it all. Is it supposed to be installed on along with CTT? If so do parts with CTT configs find their way to the corresponding ETT node?
  16. CrossFeedEnabler, might still work, but requires a mod called CrossFeedEnabler, that is no longer supported. However, there is a new stock module called ModuleToggleCrossfeed which will do the same thing without having to install yet another mod.
  17. You will probably want to keep the SimpleBoiloff.dll, unless you are trying to disable the boiloff feature. Not sure about that other stuff.
  18. Wow, this sounds awesome, it also seems like it could combine with that new Kerbal Krash mod in very interesting ways. Looking forward to trying it, Thank you!
  19. This might be a little closer to what you want. OSE workshop provides a 3D printing lab part and gives the regular science lab the ability to produce one part at a time, which can be assembled using KIS. It is perfect for adding on science experiments.
  20. I believe your problem is with procedural wings, not Mk IV. However it even happens in stock especially when using very swept back wings. It has to do with where the wing attaches relative to the CoM. The issue comes up more frequently with procedural wings because they have such a large length connecting to the fuselage, so the midpoint can easily be in front of the CoM, even though the control surfaces are well behind.
  21. I think it is a bit of buggies inherent to KIS. In my experience anything carried (and) dropped on the terrain is prone to explosion. For me, it is much worse when running the game on lower texture detail, perhaps some issue with ground colliders not aligning, because my Kerbals also appear to sink into the terrain. Keeping graphics at the standard setting seems to make things dropped on the ground less likely to explode. The Pathfinder method is to use muncrete or other slabs bolted to ground, then bolt your first inflatable to that.
  22. The parachute icon should turn back to grey once the atmosphere slows your ship to about 250 m/s. Once it turns grey, it is safe to deploy your parachutes. However, if your angle of reentry is too steep, you may not slow down quickly enough to use your 'chutes. Make sure you are ascending at an angle, not going straight up.
  23. It should work fine. Make sure to get the most recent version from the Release Thread and install all the dependencies included with the download.
  24. The Snacks mod is a fun alternative to the more realistic life support mods. The only way to add more resources for a longer journey is to add more hab modules. This ends up simulating the need for more living space on extended missions.
  25. I believe you will need to wait until the mod is updated to work with 1.0.5, last I checked it's still in the works.
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