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RA3236

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Everything posted by RA3236

  1. Yeah, sorry, I'm looking for stuff done after the submission of the challenge. Great job though!
  2. Hmm... let me think... Kerbol Will orbit the galactic core. Will have sister stars. Will be part of a nebula. Will be a binary with a black hole (Sorry, guys). [*]Moho Will be tidally locked. Will have a plasma atmosphere. Will have lava. [*]Eve Will be more... brown. Make the oceans sulphuric acid. Make the atmosphere sulphuric acid. Make it have volcanoes that spew sulphuric acid (I'm really stupid...). [*]Gilly Less dense. [*]Kerbin Trees that you could actually hit and destroy. The oceans could be a touch less locked to the sea level (that includes rivers...). [*]Mun... Nothing to seehere. [*]Minmus... Craters.. [*]Duna Less ice Bigger Mountains A large crater [*]Ike Much smaller Have the magic boulder again so I can actually SEE it [*]Dres... Highly eccentric Orbit [*]Jool Bluified Its moons more like the Jupiter ones [*]Eeloo Comet. [*]All: Proper clouds Continental Drift Procerdural Craters Impact craters (when something hits something it makes a crater) Not on rails, and realistic general relativity and Newtonian physics Larger procedural asteroids Realistic planet density, radius and gravity [*]New stuff Stars GP2, IG1 (ice giant 1), IG2, comets Proper Asteroid/Kuiper belt Nebula That's all I can think of...
  3. Yep go that. Just thinking since the early release you gave last month did not have one. You could allways just delete that post or say all rights reserved I suppose.
  4. Looks good, but I haven't seen any ingame descriptions of the pack. If you want I can suggest something to explain the stock system (it probably wont be too Kerbal, but I can try ). - - - Updated - - - And also, I know there is not a release yet but the mod has no license. Great job with the Sigma binary mod, JUST what I needed. - - - Updated - - - If youre wondering how I know that you posted a not complete version last month...
  5. Okay a few ideas: 1. No matter what, Minmus would have been ripped apart more than a billion years ago, not by Earth, but the moon giving it a boost so it exited Earths SOI and melted as it approached the Sun or shot towards the outer solar system. 2. EVEN if that didn't happen, there's more chance it will crash into Earth as its orbit was changed constantly by the Moon and orbital decay. 3. If that didn't happen, then when the Americans landed on the moon, Minmus would be the Soviets next target. 4. Collisions with NEOs would cause mass extinctions on Earth as the debris from them would be deorbited. Furthermore, Minmus would be cratered. 5. We wouldn't be alive because of 4. Just my guess.
  6. Actually, not a bad idea. I have seen some of this before so I will look it up.
  7. ElectricCharge is a resource that flows everywhere, as Claw said. I don't understand why you would need to disable this in your scenario. And anything can pratically done while flying the craft except repairs (unless it is a probe, which I assume you are using). So basically, make the ship that needs to be manually started a probe if it isn't already and remove the docking port ​so that EVA is the only option.
  8. Good idea, this should help you have enough contracts to actually test or do something.
  9. The max offered contracts in the game is 15, but if you have accepted all of those KSP will not offer you more until you have completed at least one.
  10. Hello, again I have a question: when was/will the high time warp kraken be/ fixed? Ill give you the reasons for this answer: 1. My Mun lander got eaten up as time warp slowed at the SOI change. This meant that I only had the command pod, parachute and heat shield. I managed to get out and push but that took about an hour of 4x warp. 2. My probe launcher also got eaten up by physics time warp but it managed to pull away since it still had an engine that worked in the upper stages. Any help at all? EDIT: HAPPENED AGAIN!!! That debris looks seriously like the Kraken...
  11. I assume that's like an intended glitch (like the Mohole) in KSP since I've only had it once when I quit to the menu after landing a probe in the Mohole. I've never seen it again... Maybe it is triggered by a specific action on your individual computer?
  12. Okay I'll thinking about linking your thread to mine as a split challenge.
  13. And it worked! With my modded install that previously had RealChute (I blame you for this). Testing on a stock install now. - - - Updated - - - Nope happened when deployment altitude was anywhere between min and max range and I know that the parachutes deploy slowly over six seconds, but I let it deploy fully and it happened. I didn't overwrite my 0.90.0 before I installed this, so I'm blaming the computer transfer to download the new version or somehow a bad install. But it's just proven to be the physics.cfg file being destroyed by something. - - - Updated - - - And it worked in my stock install too! Thank you Claw!
  14. It didn't look like my cfg had been modified since I don't think I've touched it but I will give it a try. - - - Updated - - - Before I test it, By the way, it happened to the stock Kerbal X.
  15. Nope it started the second I opened up this version for the first time with a fresh install and no mods. - - - Updated - - - I even checked for that matter after I noticed: Kerbal 2, standard Career starting rocket, probe with a small tank with a Mammoth and MK16XL Parachute
  16. 1500m altitude, about 100m/s. Problem is fixed with RealChute but that's because it replaces everything to do with it.
  17. Seriously? Another challenge involving big rockets? That's the fifth time I haven't been able to do this cause of my computer.
  18. Ever since I've gotten 1.0.4 the parachutes do not slow my craft down but the craft speeds up. This is even with a probe core with a mk16xl parachute. Could anyone help?
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