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RocketSquid

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Everything posted by RocketSquid

  1. Definitely this. And I still think Operation Boosterstorm was the better alternative.
  2. Also, the 1.25-2.5 segments will come in 2 lengths: 1-1, which is as long as a FL-T200 tank, and 1-2, which is as long as a FL-T400. Currently planned 1.25-2.5 parts: Probe core, equivalent to HECS but with more batteries and an rtg (1-1) Small engine, with LF+OX and monoprop modes, about as powerful as the puff or the spark. (1-1) Fuel cell with extra battery, equivalent to 2 stock fuel cells and 3 Z100 batteries. (1-1) RCS thrusters, equivalent to stock thruster block, with integrated monoprop tank (1-1) Fuel tanks, both sizes. 150 propellant for the smaller one, 300 for the larger one. Crew cabin. Very cramped, seats one. (1-2) Note that this is as few parts as I can get it down to, so expect there to be about 30-40 parts total. Also, I can't seem to get a second question to work in the poll, but what do people think about science modules?
  3. It needs ALL the science. I recommend that you install four science labs.
  4. I feel like that was what the pilot SAS abilities were meant to do.
  5. I use rovers far more than I use biome hoppers, simply because I'm bad at landing and like the precision a rover provides. Also, rovers are good for way more cargo than biome hoppers are.
  6. Why, all those kerbals who otherwise would have tickets off of kerbin. Or alternately, us forum readers. Between all of our S.A.V.E.s, that could be billions of funds.
  7. I see kerbals as goofy in general, but reasonably competent when it comes to spaceflight. They are certainly silly, and maybe not terribly observant (Justification: Found Mun shortly before starting a space program), but they are generally intelligent but without common sense or, in many cases (Jeb), self preservation.
  8. @cy-one Sure! Also, the one-part-per-size option seems very popular, but unfortunately I will probably need to do a few, since interstellar mesh switch does not give the option to change crew capacity. Rest assured, all fuel tanks will be unified as one part, but generators, probe cores, and cabins will be their own parts out of necessity.
  9. Actually, in space you might "hear" your engines if they shook the ship a bit. Also, I think kerbals are likely to be playing rocket sounds and space music over the ship's sound system.
  10. Update: making progress on config files for the 1.25-2.5m segments. Development will be slow until the weekend, but I hope to start modeling soon.
  11. 2 bugs: The tanks can only connect to the bottom of other parts The tanks immediately fall through all other parts.
  12. Hmm... Any chance of it carrying an asteroid with it for more fuel? Actually, you could send a probe to dres orbit, have it pick up a dresteroid, and fly it to jool for you.
  13. The GUI doesn't even open for me, regardless of processor.
  14. I haven't started modeling yet, I'll try to make some sketches. I have universal storage, It is very, very useful, and was part of what inspired this mod. EDIT: Okay, I've got a sketch
  15. I've been meaning to ask... How did you get the telescope working? CactEye scopes never work for me. No Idea why.
  16. This mod, when complete, will add radially attached segments that turn a 1.25m core into a 2.5m module, or a 2.5m core into a 3.75m module, or a 2.5m or 3.75m into a 5m module. This allows creation of Apollo service modules, heavy landers or pods, and custom space station parts. Likely segments include: Crew cabin Fuel tank Battery Fuel cell Monoprop tank RTG Mission support (Monoprop and battery) RCS thrusters and monoprop tank Engines Science experiments Probe core Plan: v0.1: 1.25-2.5 segments v0.2: 2.5-3.75 segments v0.3: 0.625-1.25 segments (fairly few of these) v0.4: improved textures v0.5: 3.75-5.0 segments v0.6: 2.5-5.0 segments v1.0: improved textures, full release.
  17. I wholeheartedly agree. Especially since I have had situations where the engine is indirectly attached and totally clear of the closed fairing, and yet it refuses to activate under any circumstances.
  18. Not technically necroposting yet, the cutoff is two years. But unfortunately, this does seem dead. Darn.
  19. The simple file structure and relative ease of modding. Seriously, you pretty much just need to be able to read, type, and look stuff up.
  20. Probability of giving up and going to eat cheese: PCheese=t/x Where t=mission elapsed time (real-world) and x is the number of unplanned explosions on the mission. Therefore, at 1 explosion per second, most reasonable people will view cheese as the better option. Note, however, that the above formula is simplified and does not account for the explosion hilarity constant (0.2) or the first law of unreasonability. Note as well that the above formula only applies when the alternative is cheese, as cake, pie, bacon, etc. have slightly different equations.
  21. I'm working on some balloons intended for airships. Is there any way to make a zeppelin-type rigid balloon that does not inflate?
  22. Crud. Now I have to make a full set of science definitions for Kerbulus just to satisfy my OCD.
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